Mids Fu questions


ClawsandEffect

 

Posted

Trying my hand at Mids Fu, but I do not understand the differences between defense and resistances. When my smashing/lethal defense is 22.8 and smashing/lethal resistance is 43.9 and my melee defense is 26.5, what does that do for me? I've read the goal is 45, but why is that.

Also, when mids says my endurance recovery is 3.01/s and endurance use is 0.97/s would that be acceptable for a 50 spines/dark for farming purposes? My build is only for trying to understand and looking at numbers, but not a final for a much needed critique yet.

Possible directions to another source of explanation would be appreciated, so I could read and not have to grill the experts too much. Tyvm for any help in advance.


 

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Quote:
Originally Posted by last_skull View Post
Trying my hand at Mids Fu, but I do not understand the differences between defense and resistances. When my smashing/lethal defense is 22.8 and smashing/lethal resistance is 43.9 and my melee defense is 26.5, what does that do for me? I've read the goal is 45, but why is that.
Defense reduces the chance of your enemies base chance to hit by the amount listed. Because virtually all enemies that aren't more than 5 levels above you have a base 50% chance to hit you (assuming they haven't gotten any +tohit buffs on them, like Nemesis with Vengeance), you want 45% +def because it reduces that 50% base chance to hit to 5% (which is the minimum). This won't always reduce the chance of enemies to hit you to 5% because most enemies have some degree of acc mod that is multiplied by the modified base chance to hit to determine the real chance to hit. Essentially, unless the enemy is tohit buffed, 45% +def provides you with as much survivability from +def as you can manage (averages to 90% mitigation).

As a special addendum to this, you also have to know that only the highest applicable defense of yours is used whenever an enemy attacks you. All attacks have one or more types that determine what you use to avoid them. Most have 2-3 (1-2 positional and 1-2 typed). What this means is that you don't get any benefit from stacking the positional (melee, ranged, AoE) defense with typed (smash, lethal, fire, cold, energy, negative, psychic) defense so you only want to focus on a single variety.

Resistance is pretty straightforward: you simply reduce the incoming damage by that percent. The problem with this is that, unlike defense, which you can leverage to attain 90% mitigation, the Scrapper res cap is only 75%, so you can't get the same survivability from resistance as you can from defense.

For those numbers, the simplest way to determine your overall contribution is to simply double the value of the highest applicable defense (in your case, assuming it's a melee lethal attack, it would be melee because you have more melee def) and multiply that by the value of the applicable resistance, and then multiply that last value by the amount of incoming damage. In the case of a melee lethal attack that deals 100 damage being directed at you, you would be able to mitigate that down to just 23.267 damage on average ((.265 * 2)*.439*100).

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Also, when mids says my endurance recovery is 3.01/s and endurance use is 0.97/s would that be acceptable for a 50 spines/dark for farming purposes? My build is only for trying to understand and looking at numbers, but not a final for a much needed critique yet.
That depends entirely upon your build. In general, most people aim for at least 3 end/sec net passve gain (yours is only 2.04) in order to deem themselves endurance sustainable (which still depends on the build and attack string in question), but, if you're slotted for a lot of end redux, you might be able to get away with it. I doubt you're slotted that well, so I'm going to chance it and say you're probably not endurance sustainable. Keep in mind that, if you have the Perf Shifter proc slotted in a passive power, like Physical Perfection or Stamina, Mids doesn't include their contribution in your recovery (mainly because it's not recovery; it's a chance for +end that averages out to provide largely the same benefit). For every one of those procs that you have slotted in a toggle, add .2 end/sec to your recovery to represent its contribution.


 

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That is the nicest I have ever seen you be to anyone, Umbral.

You feelin' okay?


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Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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It was a well written OP there, maybe that had something to do with it?


 

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On a related note, I know there is an adjustment in Mids to change the defense/level of the enemy you're fighting, adjusting the math on the accuracy of each attack.

I think mine is set to 75%, which I think is what it should be for an even level Leut. Do we know of a table where the numbers are set?

I might want to set it to +0/8 sometimes and +2 others.


 

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Quote:
Originally Posted by Postagulous View Post
On a related note, I know there is an adjustment in Mids to change the defense/level of the enemy you're fighting, adjusting the math on the accuracy of each attack.

I think mine is set to 75%, which I think is what it should be for an even level Leut. Do we know of a table where the numbers are set?

I might want to set it to +0/8 sometimes and +2 others.
I forget what to look for, but the table is on paragonwiki somewhere. Maybe in "attack mechanics". I always plug in 39%, which is your to-hit vs. +4s. I want to have at least a 95% chance of hitting +4s.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

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Quote:
Originally Posted by Werner View Post
I forget what to look for, but the table is on paragonwiki somewhere. Maybe in "attack mechanics". I always plug in 39%, which is your to-hit vs. +4s. I want to have at least a 95% chance of hitting +4s.
Yep it's in the Attack Mechanics article.

To be clear >>> your chance to hit does not change based on the rank of the target. Your chance to hit a +0 minion and a +0 Archvillain are identical until you start considering powers, buffs and debuffs etc.. His chance to hit you, however, does apply rank Accuracy modifiers. So a +0 AV does have a better chance to hit you and to cave in your skull than his minions do and this is in part do to his rank accuracy modifier (which is 1.5 fwiw)


 

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Thanks to all for the responses and info.