mids/acc question


Gaidin

 

Posted

in order to obtain 95%hit on pve enemies whats the general % one should go after?

like it says 183%(75)

would i be correct in stating that in order to get 95%to hit you would need 95+75=170%acc on mids to get 95%to hit in game?

basically im just trying to find the magical % one should aim for on mids

any insight or info on this would be wonderful


 

Posted

I always set my Base To-Hit to 39% in Mids, which is for +4 mobs. Then, when you look at the Acc totals for an attack, you're looking to have a 95% or higher value. You can do this by going into Configuration, then click on the 'Exemping and Base Values' tab, then change the Base To-hit to 39, and select 'Ok'.


 

Posted

Quote:
Originally Posted by Swift_Frost View Post
would i be correct in stating that in order to get 95%to hit you would need 95+75=170%acc on mids to get 95%to hit in game?
No.

Quote:
basically im just trying to find the magical % one should aim for on mids

any insight or info on this would be wonderful
Well, the first thing you have to realize is that Mids' is simply generating a sum value based off of your tohit buffs and acc mods based on the chance to hit calculator. It just plugs everything into this formula and pops out a number:

((1 + PowerAccMod)*(1+AccMods)*(75 + ToHitMods)) = Output

Now, the goal number you want to aim for with this formula depends heavily on what enemies you plan on fighting. If you plan on only fighting enemies that are even level, you only need to have 95% as your output (since the baseline assumption of the formula is that you're fighting an enemy with a base 75% chance to hit). If you plan on fighting enemies that are higher level, you'll need more: +1s would require 110%, +2s would require 128%, +3s would require 149%, and +4s would require 183%.

If you want to check my math or figure out how I got them, these numbers were generated by dividing the base baseChanceToHit (.75) divided by the level modified baseChanceToHit (.65 for +1, .56 for +2, .48 for +3, and .39 for +4) which is them multiplied by the desired chance to hit (.95). The logic behind this formula is that the Mids' number accounts for tohit and acc in the same manner by multiplying through to generate a tohit chance before the clamp is applied.

The only time this will not actually generate an accurate value is when a power that has a power acc mod of below zero (such as a controller's AoE hold), does not have any acc enhancement or global acc buffs, and is using only tohit buffs to achieve the desired 95% chance to hit. If you're curious as to why this case is so, it is because a clamp is applied to the pre-accMod chance to hit, preventing it from having a value over .95, which would be required for any attack with a total acc value below 1 to have a 95% chance to hit. The chances of this happening are pretty rare though (i.e. no acc slotting and no global acc buffs with only giant amounts of tohit buffs) and only apply to a very small minority of attacks, so the value can be used as an accurate measure of potential accuracy across most situations as long as you have the appropriate information with which to interpret Mids' output.