Darkest Night -ToHit and it's effect on Survivability.
Defense is basically "negative ToHit". So they add together, 40% defense + 10.5% -tohit = 50.5% defense. -ToHit is a direct part of the Defense formula.
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It's my understanding that -ToHit and Defense fill the exact same spot in the chance to hit equation. So, against an equal level minion, that 40% defense and -10.5% to hit is going to be the same as 50.5% defense.
Now, I believe that the ToHit debuff is going to get scaled down vs. enemies that are higher level than you, and scaled up against lower leveled enemies (see Purple Patch). Additionally, AVs, GMs and such also are going to have resistance to the debuff, so that's also going to affect the actual chance for them to hit.
Usual disclaimer, I may be wrong on some or all of this, and if so, someone will be along to correct me soon.
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It's my understanding that -ToHit and Defense fill the exact same spot in the chance to hit equation. So, against an equal level minion, that 40% defense and -10.5% to hit is going to be the same as 50.5% defense.
Now, I believe that the ToHit debuff is going to get scaled down vs. enemies that are higher level than you, and scaled up against lower leveled enemies (see Purple Patch). Additionally, AVs, GMs and such also are going to have resistance to the debuff, so that's also going to affect the actual chance for them to hit. Usual disclaimer, I may be wrong on some or all of this, and if so, someone will be along to correct me soon. |
To-Hit and Defense cancel each other out. A To-hit debuff is akin to a defense buff except you do have to worry about resistances on the debuff.
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Don't forget that Darkest Night also debuffs their damage directly, so that when they do hit, it hurts less. This too is subject to the "purple patch" scaling.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
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Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
-Tohit and +def are related in that they both make you harder to hit, but +def is more reliable because there are less variables to take into account. For example, you might be counting on that extra 10% -tohit for your survivability, but you might come up against an enemy that resists a tohit debuff, or one of the stronger mobs might run away from the anchor out of the debuff patch. For the most part, you'll be fine, just be aware that there are some considerations you need to think about.
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The biggest problem I see with using Darkest Night to effectively softcap yourself is that you have to activate it all the time. It has a slow cast (3.17 seconds), and if the anchor dies you'll be without the debuff for at least a few seconds until you get through the recharge time + cast time to reapply it.
The biggest problem I see with using Darkest Night to effectively softcap yourself is that you have to activate it all the time. It has a slow cast (3.17 seconds), and if the anchor dies you'll be without the debuff for at least a few seconds until you get through the recharge time + cast time to reapply it.
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I have it on my brute for pretty much the exact application the OP describes, and it works out well for me.
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Just wanted to add this since it hasn't been mentioned:
Not only will the purple patch affect it, but the rank of an enemy also adds to-hit debuff resistance.
Lieutenants and Snipers get 10%
Bosses and Elite Bosses get 20%
And of course Arch-Villains get scaling resistance based on Level
(Examples: 60% at level 1, 85% at level 50, 87% at 54)
Edit: I was going to link to Paragonwiki, but I couldn't find a page that listed it
I figure I can keep Darkest Night up long enough in a fight to keep me alive (IE Put it on the most dangerous target, and once it's dead the rest of the group shouldnt be a problem). 40% Defense and Good Resists (im rolling Dark Melee/Invul) should would fine with the info you guys gave me, especially with Darkest Night to top it off and my Dark Melee attacks for a little extra Icing. Thanks guys!
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I figure I can keep Darkest Night up long enough in a fight to keep me alive (IE Put it on the most dangerous target, and once it's dead the rest of the group shouldnt be a problem). 40% Defense and Good Resists (im rolling Dark Melee/Invul) should would fine with the info you guys gave me, especially with Darkest Night to top it off and my Dark Melee attacks for a little extra Icing. Thanks guys!
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The normal AV Pink Triangles of Doom resistance doesn't include Damage Debuff resistance (though they do include ToHit Debuff Resistance). Darkest Night has saved many a Tanker hit by the damage from Ghost Widow's ultra hold which normally has enough damage to one shot over time a Tanker.
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While working on a build for a brute, I noticed that I didnt have the infamy to pull off a completely softcapped build, but could spare to pull the recovery up. A friend suggested I respec into Darkest Night and said it would essentially be like having the Def Softcap. While it sounds perfectly logical, I was skeptical, sp lets set up a scenerio to check that.
Lets say I have 40% Defense to all, and use Darkest Night to give a -10.5% ToHit to the enemy, what would that make my overall Defense equivalent to (not taking into consideration the dark melee -ToHit values, Gloom, or any other factors)?
NOTE: I realize -ToHit and Defense are different, just humor me/ball park it. I don't need it to be perfect, I just want to know much leway I have with the build in question.
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