RttC


all_hell

 

Posted

Question about the above with WP....... the - to hit it provides, its that only on the targeted enemy or all affected by the Rttc power?


 

Posted

On everything in melee range, as I understand it. Everything close enough to count for the buff gets the debuff.


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Posted

However, that tohit debuff is tiny, so it's not worth enhancing if that's what you're thinking. Stick to heal.


@MuonNeutrino
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Posted

I wasn't planning to I do use discouraging words but only as it gives 1.25% s/l


 

Posted

Everything getting hit by RttC will get hit by the to-hit debuff. The value is too low for it to be worth enhancing less you have slots to spare, but if you're soft capped S/L or a melee position you should be mindful of it nonetheless.


 

Posted

Quote:
Originally Posted by Muon_Neutrino View Post
However, that tohit debuff is tiny, so it's not worth enhancing if that's what you're thinking. Stick to heal.
It's around 5-6% enhanced. That's not trivial since tohit debuff corresponds roughly to defense. If you're at 38 to 39% defense (either melee or smash/lethal), that tohit debuff is noticeable. I throw in two Dark Watchers IOs in there for the nice hp boost. However, I agree with you that you slot for heal first and the debuff only if you have slots.


 

Posted

I was under the impression that -tohit (on enemy) is roughly the equivalent of +def (on toon).

If this is indeed true, the -tohit could be helpful.


 

Posted

Quote:
Originally Posted by all_hell View Post
I was under the impression that -tohit (on enemy) is roughly the equivalent of +def (on toon).

If this is indeed true, the -tohit could be helpful.
it is, but debuffs lose power against +cons and a WP should be fighting +cons. So it usually isn't as powerful as the numbers say.


 

Posted

I was under the impression that the tohit debuff % was a percentage of their base chance to hit. So for example, 5% tohit debuff on a villain with 75% base chance to hit and even con would actually reduce their to hit like so (75% minus (5% of 75% = 3.75%) = 71.25%).

So it would be equal to 3.75% defense.

Its worth slotting, but not more than Healing in RttC.


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Posted

It depends on what you're fighting. Level 50 AVs have 87% (?) ToHit debuff resistance. If you're fighting +4s, I *think* the purple patch will affect you, so is only 48% as effective. The way I look at it, anything dangerous enough for me to NEED the -ToHit is dangerous enough that I can't count on the -ToHit. I want my raw defense to handle it, period.

That said, yes, of course -ToHit will make SOME difference in practice. It's a nice to have, but not what you take Rise to the Challenge for, or what you slot for.


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Posted

It was just a wonder......ive s/l at 45% and rest at 40% without RttC and regen at 686% with one enemy and 1118% with 10 so its a nice to have.


 

Posted

If you can only pull off something close like 43% or 44% def to some dmg type in your build, it can at the very least have the extra push needed for soft cap in most cases.


 

Posted

Well...good or bad, I slotted mine like this:

Level 16: Rise to the Challenge
(A) Dark Watcher's Despair - Chance for Recharge Slow: Level 29
(21) Dark Watcher's Despair - To Hit Debuff: Level 48
(23) Healing IO: Level 45
(46) To Hit Debuff IO: Level 45
(46) Harmonized Healing - Heal/Endurance: Level 40
(46) Harmonized Healing - Heal: Level 40

I was shooting to max both attributes and throw a little endred in there too.

Enhancement percents:

EndRed 24.13%
Heal 95.48%
ToHit Debuff 48.37%

Totals for the power:

50.8% regen per enemy (woot)
133.3% Accuracy [Edited to Add: enhanced due to set bonuses elsewhere.]
-5.56% ToHit Debuff
0.17/s Endurance

Bonuses (kinda lame):

Dark Watcher's Despair
(Rise to the Challenge)
20.1 HP (1.5%) HitPoints


Harmonized Healing
(Rise to the Challenge)
1.5% (0.03 End/sec) Recovery

I figure as long as I have RttC running for the regen, why not give them a 5% ToHit Debuff. It's on everyone in melee range, and I don't have to cast it or anything, it's there.

If there's a better way, I'm all for it, and my stuff is cheap so changing it out is no biggie.


 

Posted

Quote:
Originally Posted by Rebel_Scum View Post
On everything in melee range, as I understand it. Everything close enough to count for the buff gets the debuff.
Not quite, it will hit up to 10 targets. So even if you have 15 targets in melee range, it will only effect 10 of them.

Quote:
Originally Posted by Werner View Post
It depends on what you're fighting. Level 50 AVs have 87% (?) ToHit debuff resistance. If you're fighting +4s, I *think* the purple patch will affect you, so is only 48% as effective. The way I look at it, anything dangerous enough for me to NEED the -ToHit is dangerous enough that I can't count on the -ToHit. I want my raw defense to handle it, period.

That said, yes, of course -ToHit will make SOME difference in practice. It's a nice to have, but not what you take Rise to the Challenge for, or what you slot for.
All of this. Also keep in mind that def works against all most while -tohit only works against those being debuffed. If you're close to the softcap, it will definitely help. How much it helps, however, will vary based on what you fight.

[edit I mention this because if you're fighting a group of mobs that are pegging you from range, RttC's tohit debuff won't help.]


 

Posted

Quote:
Originally Posted by Postagulous View Post
I figure as long as I have RttC running for the regen, why not give them a 5% ToHit Debuff. It's on everyone in melee range, and I don't have to cast it or anything, it's there.

If there's a better way, I'm all for it, and my stuff is cheap so changing it out is no biggie.
This is my opinion as well Plus DWD for set bonuses is nice.

Also, the -tohit might not benift you as much as +def would, but since it's a debuff, it helps your allies... as long as they are being attacked by the thing in your taunt aura. Well, it could happen.