Max Accuracy and Global Accuracy.


Adeon Hawkwood

 

Posted

OK, so some friends of mine and I were talking about me respecing my Fire/Kin. I am a Mids-holic, allways trying to figure out a better build for my characters. I have come up with a build that puts me right at the Softcap for Smashing/Lethal, while increasing my Recharge to well over 200% and most my Acc on each of my powers are 91% or better(Per Mids). I am only using a few purples, but no sets that have 5 or more enhancements, so I do not get the global Accuracy 15% that a set of 5 will give you. I felt if my powers were close to cap (per Mids) that i don't need those large Acc Bonuses that the Purple sets give me. They were telling me I need to quit messing around and slot more Purple sets, mainly because of the Global bonuses. So my question I guess is; If I'm close to cap on my Acc on most my powers am I still missing something by not getting the Global Acc bonuses that the purples can give me?


 

Posted

91% accuracy is nowhere close to "capped." You can still miss mobs quite a bit there. I'm also a bit confused as to why you're only slotting up to three purples in a power. That's a lot of money to spend for very little rewards if you're not going for the big bonuses at 4 and 5 slots.


 

Posted

Well the Global Acc I do get from the IO's I have are giving me 18%, Not counting my Powers Acc, I allready have some Pruprs in the Build, so no money wasted, but I don't think I need to completely Purp the toon, so My question is If my ACC per power is close to Cap, and by Mids they almost all are close or at, What more could I get if I had a large Global ACC bonus?


 

Posted

Well it would get you to the cap for one thing. Going from 91% to 95% will basically halve your chances of missing. Additionally Mids calculates your hit chance assuming even con enemies with no defense. If you're going up against +1s or higher, enemies with defensive powers (like Cimerorians) or enemies with to hit debuffs (like Malta, Carnival or Arachnos) you're hit chance is going to be lower than 91% (possibly quite a bit lower). Now if you're only going to be using the character to farm +0 enemies with no defense then you're probably ok with 91% (although a Kismet +6% to hit IO is a cheap way of getting you a little extra) but if not I'd try and find room oft a little more accuracy.

I also agree with Zandock, 3-slotting purples is not really that effective. The good bonuses on purples are the 2-slot bonus (high regen or recovery) and the 5-slot bonus (recharge) so unless you're doing some very weird franken-slotting 3-slotting generally means you're spending a lot for no real benefit. The 3, 4 and 6 bonuses are mostly not ones people are really focusing on (the ranged defense in the confusion set is a good example).


 

Posted

Quote:
Originally Posted by Fulmens View Post
I'm confused -other people seem to be answering with a different set of assumptions.

If you have "91%" accuracy, is that
75% * 1.21 = 91%
or is it
75% * 1.91 =143%?
The 91% mentioned is a buff to accuracy so it's
1.91*75% = 95% (because of the cap).


 

Posted

Quote:
Originally Posted by Fulmens View Post
I'm confused -other people seem to be answering with a different set of assumptions.

If you have "91%" accuracy, is that
75% * 1.21 = 91%
or is it
75% * 1.91 =143%?
Since he said the mids accuracy was 91% I assumed he meant the former, since getting 91% accuracy slotting in each power of an IO'd build sounds unlikely to me unless he's making some very strange slotting choices.


 

Posted

It sounds like he has 18% global accuracy bonus from sets plus around 73% accuracy slotted in his attacks, giving a total accuracy enhancement of 91%.

91% accuracy is pretty good, but a lot depends on what you fight. Your to hit chance is base to-hit * (1 + accuracy) for normal attacks so:

+0 enemy: Base to-hit 75%, final to-hit 75% * 1.91 = capped at 95%

+1 enemy: Base to-hit 65%, final to-hit 65% * 1.91 = capped at 95%

+2 enemy: Base to-hit 56%, final to-hit 56% * 1.91 = capped at 95%

+3 enemy: Base to-hit 48%, final to-hit 48% * 1.91 = 91.7%

+4 enemy: Base to-hit 39%, final to-hit 39% * 1.91 = 74.5%

If you fight +2s or less and they have no defense powers or to-hit debuffs, you are capped on your chance to hit. Against +3s you aren't capped but you are very close. Against +4s you will miss about a quarter of the time, so if you fight +4s a lot I'd suggest adding some to-hit buffs. A Kismet 6% Accuracy IO (which is actually a 6% to-hit bonus) will cap you against +3s and help significantly against +4s, and also adding Tactics would cap you against pretty much everything that doesn't have defense debuffs. Of course that's only if you actually fight +4s... you're already plenty accurate against +2s or less and pretty good against +3s.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Strykers answer was much closer to what I was looking for. That being said to give you guys who have answered my post, a chance to see what I am looking at, I will post the proposed respec build. I do not want any one to think I am trolling for builds, I think I do ok comming up with builds for my alts. That being said please do not feel as though you need to post a build. Not what I'm looking for. The 91% acc I was talking about is actually one of the lower Accuracy bonuses in the build was just using that for a reference. When I slot 5 full sets of Purps I get some great "global set Bonuses" But when I compare the 5 Purple set build to this one, I have much better over all set bonus effects, such as Acc/Recharge/Damage/End on this the non 5 purp set build. So even though my effects are better, would the Global bonuses from a Purpled build still make the purple build better?


 

Posted

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Fire Kin Test 2: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char

  • (A) Lockdown - Accuracy/Hold
  • (3) Lockdown - Accuracy/Recharge
  • (3) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (5) Lockdown - Chance for +2 Mag Hold
  • (5) Ghost Widow's Embrace - Accuracy/Hold/Recharge
Level 1: Transfusion
  • (A) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (7) Touch of the Nictus - Accuracy/Healing
  • (7) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (9) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (9) Theft of Essence - Accuracy/Endurance/Recharge
  • (11) Theft of Essence - Accuracy/Endurance/Healing
Level 2: Fire Cages
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (11) Enfeebled Operation - Accuracy/Endurance
  • (13) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (13) Enfeebled Operation - Accuracy/Immobilize
  • (15) Enfeebled Operation - Endurance/Immobilize
  • (15) Enfeebled Operation - Immobilize/Range
Level 4: Siphon Power
  • (A) Accuracy IO
  • (17) Accuracy IO
Level 6: Swift
  • (A) Run Speed IO
Level 8: Hot Feet
  • (A) Obliteration - Accuracy/Damage/Recharge
  • (17) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (19) Multi Strike - Accuracy/Damage/Endurance
  • (19) Multi Strike - Accuracy/Endurance
  • (21) Scirocco's Dervish - Accuracy/Damage
  • (21) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (23) Recharge Reduction IO
Level 12: Flashfire
  • (A) Absolute Amazement - Accuracy/Stun/Recharge
  • (23) Absolute Amazement - Accuracy/Recharge
  • (25) Absolute Amazement - Stun
  • (25) Stupefy - Accuracy/Recharge
  • (27) Stupefy - Accuracy/Stun/Recharge
  • (27) Absolute Amazement - Stun/Recharge
Level 14: Super Speed
  • (A) Celerity - Endurance
  • (29) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Siphon Speed
  • (A) Accuracy IO
  • (29) Accuracy IO
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (31) Numina's Convalescence - Heal
  • (31) Numina's Convalescence - Heal/Endurance
  • (31) Numina's Convalescence - Heal/Recharge
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (33) Efficacy Adaptor - EndMod/Recharge
  • (33) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (33) Efficacy Adaptor - Accuracy/Recharge
  • (34) Efficacy Adaptor - EndMod/Accuracy
  • (34) Efficacy Adaptor - EndMod/Endurance
Level 22: Speed Boost
  • (A) Endurance Modification IO
Level 24: Cinders
  • (A) Lockdown - Accuracy/Hold
  • (34) Lockdown - Accuracy/Recharge
  • (36) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (36) Lockdown - Chance for +2 Mag Hold
  • (36) Ghost Widow's Embrace - Accuracy/Hold/Recharge
  • (37) Ghost Widow's Embrace - Accuracy/Recharge
Level 26: Kick
  • (A) Force Feedback - Chance for +Recharge
Level 28: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (37) Steadfast Protection - Knockback Protection
Level 30: Weave
  • (A) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Recharge Speed
Level 32: Fire Imps
  • (A) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (39) Soulbound Allegiance - Accuracy/Recharge
  • (39) Soulbound Allegiance - Damage/Recharge
  • (40) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (40) Expedient Reinforcement - Accuracy/Damage
  • (40) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 35: Transference
  • (A) Performance Shifter - EndMod/Accuracy/Recharge
  • (42) Performance Shifter - Accuracy/Recharge
  • (42) Performance Shifter - EndMod/Accuracy
  • (42) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (43) Efficacy Adaptor - EndMod/Accuracy
Level 38: Fulcrum Shift
  • (A) Accuracy IO
  • (43) Accuracy IO
  • (43) Recharge Reduction IO
  • (45) Endurance Reduction IO
Level 41: Fissure
  • (A) Stupefy - Accuracy/Recharge
  • (45) Stupefy - Accuracy/Stun/Recharge
  • (45) Stupefy - Accuracy/Endurance
  • (46) Rope A Dope - Accuracy/Stun/Recharge
  • (46) Rope A Dope - Accuracy/Stun
Level 44: Seismic Smash
  • (A) Kinetic Combat - Accuracy/Damage
  • (46) Kinetic Combat - Damage/Endurance
  • (48) Kinetic Combat - Damage/Recharge
  • (48) Kinetic Combat - Damage/Endurance/Recharge
Level 47: Rock Armor
  • (A) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Recharge Speed
Level 49: Earth's Embrace
  • (A) Healing IO
  • (50) Healing IO
  • (50) Healing IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 4: Ninja Run



Ok here's the proposed build.


 

Posted

For everything except Kick, you've got excellent accuracy (and Kick isn't too bad; against +0 enemies you're still in the top streakbreaker bracket). Higher level foes, foes using +def, or foes inflicting -tohit on you will reduce your chances to hit, of course, but it looks like you're doing fine to me.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Purple sets are great for certain bonuses, like Accuracy, Recovery, and Recharge. On the other hand they tend to lack Defense, Damage, and +HP / +Regen bonuses. Adding purples would give you better recharge but would also reduce your Smashing / Lethal defense and therefore make you more dependent on Flashfire for survival.

Speaking of recharge, you don't have as much as you think you do. Mids' counts the Force Feedback Chance for +Recharge proc when displaying global recharge bonuses if the power it is in is turned on, so be sure to deselect Kick to get accurate readings. You do have very nice defense and regen numbers though, as well as significant +damage. I'd say your current build is better than adding more purples, because you'd lose a fair amount of survivability just to get Flashfire up a few seconds quicker. The only change I'd make is dropping the Stupefy IOs out of Flashfire and replacing them with the Absolute Amazement End/Stun and a 50 Accuracy IO... you'd lose 2.5% recovery but gain 10% recharge with almost no change to the accuracy and recharge of Flashfire.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Wait wait, I think I may have been misunderstanding things all this time.

What I do is consider anything under 100% to be too low. 140% [acc on a power, not boost, actual flat number at the upper right of the window] is about what I like to see.

I thought that this would scale down when I fight higher levels. Like, maybe my 140 would be a 120 for a +1, 100 for a +2, etc.

Is this not how it works? Is everything above 100% wasted?


 

Posted

Quote:
Originally Posted by Postagulous View Post
Is this not how it works? Is everything above 100% wasted?
Accuracy itself doesn't scale down, ever. What happens is that your baseline chance to hit a mob goes down if it is either higher level than you, has defense, or both. StrykerX posted the base chance schedule up above.

What happens is complicated, but a relatively simplified version, with no defense looks like this.

ChancetoHit = (1+(slottedAcc+globalAcc))(powerInherentAcc)(BaseH itChance)

Most but not all powers have a 1.0 inherent accuracy. (Examples of ones that have more than 1.0 are Katana, Broadsword and Martial Arts attacks. Examples of powers with less than 1.0 are most AoE mezzes.)

So if you have 60% accuracy slotted, plus 30% global accuracy bonus, and a power with 1.0 inherent accuracy, and you're attacking a +2 foe with no defense, your hit chance is...

ChanceToHit = (1+(0.6+0.3))(1.0)(0.56) = 1.064

Now, there are min/max boundaries on the math in two places. First, BaseHitChance ± any defense/toHit can't be below 5% or greater than 95%. Second, the whole quantity "ChanceToHit" can't be below 5% or greater than 95%.

Since 1.064 is 106.4% and is over 95%, the result there is clamped to 95%.

Now, if your foe has defense buffs, that's subtracted from BaseHitChance. If you have toHit buffs, that's added to BaseHitChance. Remember that debuffs are negative buffs, and the math still works for defense debuffs on the target and toHit debuffs on you. (But remember that debuffs can be resisted.)

Lots more detail on ParagonWiki here.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Postagulous View Post
Wait wait, I think I may have been misunderstanding things all this time.

What I do is consider anything under 100% to be too low. 140% [acc on a power, not boost, actual flat number at the upper right of the window] is about what I like to see.

I thought that this would scale down when I fight higher levels. Like, maybe my 140 would be a 120 for a +1, 100 for a +2, etc.

Is this not how it works? Is everything above 100% wasted?
Accuracy is an overloaded term, so you could be confusing the two possible definitions:
  • Accuracy Enhancement - This is how much accuracy a power is slotted for (including set bonuses, but not tohit buffs). If you put an SO into a power, you have 33% accuracy enhancement.
  • Accuracy (or Final ToHit) - This is your final chance to hit something after factoring in accuracy enhancement, mob level, etc. For example, with a single accuracy SO, you'd have a final tohit of 99.75% (capped at 95%).

Allstar was talking about the first, your post is talking about the second. If you're looking in MIDs, you are indeed correct.

When designing builds, I tend to look at the accuracy (final tohit) against +4s. If you want to set MIDs that way, Options -> Configuration, Exemping & Base Values, change Base ToHit from 75 to 39. For other level mobs:

+0 - 75
+1 - 65
+2 - 56
+3 - 48
+4 - 39
+5 - 30


 

Posted

Quote:
Originally Posted by Sarrate View Post
When designing builds, I tend to look at the accuracy (final tohit) against +4s. If you want to set MIDs that way...
That is brilliant.

I'll have to read the wiki and make a spreadsheet so I can get a feel for it.