Defense Issue


bAss_ackwards

 

Posted

I am hoping someone can explain what appears to be an anomaly. I just finished respeccing my FM/SR to the below build and , per Mids, all positions are softcapped, yet I am getting hit constantly - far more than my leveling build. I have my difficulty set to +2/x8, which gave me no issues prior to my respec. In particular, I was doing the Baby New Year mission.

My Ranged Def is just above soft-cap at 45.03%, Melee is 45.36%, and AoE is 45.16%. My DDR shows at 103.98%. I'll throw the build up here - This is exactly what I have, including IOs that are not level 50 so you can see exactly what numbers I should have.

Any assistance with this would be greatly appriciated, as I'm quite frustrated.

Hero Plan by Mids' Hero Designer 1.601
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Posted

It looks fine to me. You're just having a bit of bad luck and unfortunately, fighting at a team size of 8 just happens to bring the bad luck more often (to-hit rolls that hit the 95 to 100 numbers.)

There's really nothing I can see other than just plain bad luck. Sorry I can't be much of help on it.


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Posted

Check your combat log to see if there's an attack or mob that's getting an unusually high chance to hit you?


 

Posted

yeah some mobs have a higher chance of hitting.

Also at +2x8 thats a lot of enemies, and higher level enemies have a better chance of hitting you so the soft cap doesn't apply as much. But it still helps! SR can be godly thanks to sets. I have an Ma/Sr with 48% melee and ranged i think, plus aid self, and its tough. But some enemies still manage to see right through it >.<

Its almost just like my fire/fire scrapper, some mobs your god like, others.. well if you dont hit them hard enough you'll have to run, rest up and hit em again before they take you out.


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Posted

Quote:
Originally Posted by kangaroo120y View Post
yeah some mobs have a higher chance of hitting.

Also at +2x8 thats a lot of enemies, and higher level enemies have a better chance of hitting you so the soft cap doesn't apply as much.
Actually, unless the mobs are a LOT higher level than you the softcap is going to basically behave the same, with only a minor increase in the to hit chance. Mobs up to +5 levels higher than you only get an accuracy bonus (1.5 accuracy for +5) which means that being softcapped will reduce their to hit down to 7.5% ( [50% base - 45% softcap]*1.5). A few mobs have an extra accuracy bonus: bosses, EB's, snipers have an additional 1.3 accuracy mod, so a +5 boss/EB would actually have a 9.75% chance to hit, but mobs to hit doesn't get any better until they are at least 6 levels higher than you. An extra 2.5%-4% chance to hit isn't really that much.

So, barring special mobs that have extra to hit modifiers (DE Crystals for example - once those are planted the other DE chew up DEF based scrappers) your def should be nearly as effective against +3's as against even level mobs when softcapped. I suspect the real problem is the simple volume of mobs combined with the streaky nature of the random number generator used by CoX. I have noticed it a lot when monitoring my own attack's - I will go a couple fights with almost no misses then miss 3-4 times in a row (allowing for the streakbreaker). The reverse is certainly going to be true with critter attacks - there will be some times when the RNG will generate several attack rolls under 5% in a row and the more mobs attacking you at one time the more likely it is a a streak will occur.


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Posted

The 'Green Deer' as my SG mate calls them will debuff defense with quicksand and earth attacks. Yes, you have lots of debuff resistance, but at +2/x8 you'll be getting hit more than normal in the BNY missions.


 

Posted

It's not the debuffs. I watch my Def in my Attribute Monitor, and I never drop below 45% (from 47-48%).

The problem is the fact that there's 1-3 Bres in each group, and Bres summon Stony. They get the same Animated Stone that players do, which means that Stony has a base 75% chance to hit, rather than the normal 50% for enemies.

Your best bet is to beat down the Bres first, and if there's more than one, try to mez or KD them so they can't summon. Killing them after they summon doesn't help; like Death Shamans, their summons stay after you kill the summoner.


@Roderick

 

Posted

And don't redcaps have extra accuracy with their bows like players do?

My suggestion would be to try +1/x7 and see if that is a better run for you. The combination of extra accuracy from higher levels, debuffs, inherent accuracy, and the sheer number of attacks being thrown at you is overwhelming your defense. My only other suggestion would be to pick up aid self or a tray full of greens. Even soft capped characters get hit sometimes so you need a back-up plan for when you do.


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Posted

Is it the Bres that are the issue? Which foes are hitting you more often you feel? There are a ton of Red Caps inside BNY's cave. And they would all not only have the bonuses for being +2 lvls mentioned previously but are using Archery ... inherent accuracy of 1.15

That inherent accuracy I'm guessing (multiplied by the huge swarms of +2 Red Caps found inside the cave, particularly in that first big room) has a lot to do with your issue.

EDIT: Very quick and dirty figuring by someone who isn't quite the number cruncher of some on these boards is telling me that even with capped defense those Red Caps, particularly the bosses are approaching 8 to 10% "Last Chance To Hit". What's the combat log saying about their chance to hit? Also a small detail is your passive scaling damage resistance isn't "maxed" Agile is providing only the base amount while Dodge is approaching ED limits but not quite there. Since you are getting hit more ... you are noticing the effect from this more as well I expect. Essentially it sounds and looks as if you are getting more nickels and dimes (to death) than normal rather than one large effect somewhere.

EDIT2: Hrrmm, looking at your defdebuff resistance by mistake (when thinking of your passive scaling resists). So nevermind that thought, I think (as I can't off the top of my head recall if enhancement effects that at all or not).

EDIT3: And yes while those To Hit changes are small they are occurring while you are at the soft cap. Which is to say their effect on your incoming damage is disproportionally higher than if you were at +20% defense or +0% defense. A 5% change at the soft cap is effectively doubling the incoming damage.

Grrr keep thinking of things. Your ranged (and even melee and AoE) defense(s) are almost exactly at the cap. What this means is even single auto hitting Quicksand is likely dropping you below the soft cap (95% of -25% debuff still leaves a 1 to 2% debuff on you). Now you are at 7 or so defense and all those Acc mods hit.


 

Posted

Quote:
Originally Posted by Doomguide View Post
Is it the Bres that are the issue? Which foes are hitting you more often you feel? There are a ton of Red Caps inside BNY's cave. And they would all not only have the bonuses for being +2 lvls mentioned previously but are using Archery ... inherent accuracy of 1.15
The Redcaps in the first room are almost always an additional +1, and I usually end up aggroing 2-3 groups at a time. And I wade through them with no problem.

In my personal experience, the ONLY time my SR toons have a problem on the BNY mission is when I let a Bres summon (it's not the Bres itself, but the Animated Stone). All enemies that summon pets that players can summon, summon the EXACT same pet we do. And since those pets have player-style 75% base accuracy, you're not softcapped against them until you hit 70% or higher def.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
In my personal experience, the ONLY time my SR toons have a problem on the BNY mission is when I let a Bres summon (it's not the Bres itself, but the Animated Stone). All enemies that summon pets that players can summon, summon the EXACT same pet we do. And since those pets have player-style 75% base accuracy, you're not softcapped against them until you hit 70% or higher def.
This is most likely the issue. I won't be able to play to test it this evening, but tomorrow I'll look in the logs to see what is happening. Perhaps I will have to think about possibly rearranging IOs to raise my defense a few percentile, though I'm not sure how. The build was so tight...maybe drop the Apoc set in Fireblast and move those slots to Dodge and Agile...hm.

Thanks everyone for the suggestions - I appriciate it!


 

Posted

Quote:
Originally Posted by Gaidin View Post
This is most likely the issue. I won't be able to play to test it this evening, but tomorrow I'll look in the logs to see what is happening. Perhaps I will have to think about possibly rearranging IOs to raise my defense a few percentile, though I'm not sure how. The build was so tight...maybe drop the Apoc set in Fireblast and move those slots to Dodge and Agile...hm.

Thanks everyone for the suggestions - I appriciate it!
Hmmm, just spent some time going up against our friends in the BNY mission set at +2/x8 on my main, a Claws/SR. I set up a tab to record the hits (and misses). My melee defense is reported by combat attributes to be 44.92%. It's fairly obvious from the logs that Stoney does indeed have a much better To Hit than his master (as Roderick has pointed out), though there are some (to me) odd numbers being reported for both Stoney and the Bres for their Seismic Smash attack. I'm guessing it has to do with the Hold portion of the attack. In general the lvl 52 Bres has a just shy of 8% chance to hit me. Stoney on the otherhand has a just over 36% chance to hit me. Stoney though could pummel on me freely for quite a long time before my health starts to be seriously impacted as he does about 60 smashing damage per blow (and the Hurl boulder does just under 100). His master while only having an 8% chance to hit tends to hurt quite a bit more and at one point he landed a 1300 smashing damage blow with Seismic Smash (and that's with Tough running). While Stoney is certainly doing his part in softening you up I don't think he's really the problem as much as the Bres just hits very hard when he does hit. When a boss can nail you for nearly 1500 damage the rest of the spawn doesn't have to do much to make that a fatal blow.