RttC and the Defense Softcap
Well, the *slightly* condensed ToHit formula is something like this:
Final ToHit = (Base ToHit + ToHit buffs - ToHit debuffs - Defense) * (Acc + Acc Buffs + Acc Debuffs)
As such, ToHit Debuffs function exactly as a like amount of Defense in that equation. HOWEVER, when you apply a ToHit debuff to a higher-level enemy, it is less effective. Because of this, your -3.5% ToHit debuff, against higher level enemies, will be less than 3.5%. So, if you're building for the soft-cap, and often fight higher level enemies, then you will need to build for something closer to the 45% softcap.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
To add to what Aett said: Another thing to keep in mind is that the to-hit debuff only applies to enemies within RttC's radius, anything outside that is not being debuffed at all.
So, anything shooting at you from more than 8 feet away will not be getting debuffed, so if you can get to the softcap it's still a good idea to do so.
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. |
Yeah, might as well bite the bullet and spend the extra to get all the way there.
Freedom:
Biggo Shaker (SS/FA Brute)
Timbuck (SS/FA Brute)
I took another look at the formula posted by Aett and based on that it looks like -To-Hit is weighted exactly the same as defense when determining the final to-hit. Meaning that anything that would make -To-hit debuffs less effective would also make Defense correspondingly less effective. In other words, a -to-hit buff on a critter should work exactly like a corresponding +defense bonus on the player. What would change based on a critters level or rank would be his accuracy multiplier. Which is, according to the above formula, multiplicative. All +/- to-hit and defense modifiers are figured first additively.
Now, I may have all of this wrong, but does this mean that you do apply the full 3.5% of -To-hit to the mob (if it hits) regardless of level, but his accuracy multiplier is what is actually overcoming this, making it less effective? Wouldn't that effect defense in the exact same way?
Freedom:
Biggo Shaker (SS/FA Brute)
Timbuck (SS/FA Brute)
Now, I may have all of this wrong, but does this mean that you do apply the full 3.5% of -To-hit to the mob (if it hits) regardless of level, but his accuracy multiplier is what is actually overcoming this, making it less effective? Wouldn't that effect defense in the exact same way?
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Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Thanks for the quick reply, Dechs. And thanks to the rest that replied. I have a much better picture of defense and to-hit buffs/debuffs.
Freedom:
Biggo Shaker (SS/FA Brute)
Timbuck (SS/FA Brute)
Edit to add: Other than the resistance, you are correct in your understanding of -tohit and +defense. They operate in exactly the same fashion when it comes to the final tohit chance. There are subtle differences, though, which I'd like to highlight.
-tohit benefits the entire team, but often requires a hit check of its own. RttC does not, but has another limitation in range. Finally, there is the resistance to keep in mind. Defense is a buff you place on yourself, therefor is always the same value and always has the same effect on your survival, regardless of the foes you fight. -tohit, being a debuff placed on the enemy, will vary in effectiveness dependent upon the level of that enemy.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Found the info for the piece I was missing...
Lieutenants inherently resist 10% of -ToHit. Bosses inherently resist 20% -ToHit. And +1s and higher of all tiers resist all debuffs (10% at +1, 20% at +2, 35% at +3, 52% at +4, 70% at +5, 85% at +6, 92% at +7, 95% at +8, 96% at +9 (here onward, it continues to increase by 1% per level)). Also note that these resistances to -ToHit trump even powers flagged as irresistible. |
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http://wiki.cohtitan.com/wiki/Purple_Patch
That's what you really want. The combat modifiers affect just about everything.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Just a quick question concerning the -to hit debuff of RttC. According to Mids RttC has a 3.5% to hit debuff as part of its aura. My question is does this mean that the defense soft cap for WP tankers is 41.5% or does it mean rather that at the soft cap of 45% you have an effective defense of 48.5%?
Freedom:
Biggo Shaker (SS/FA Brute)
Timbuck (SS/FA Brute)