Do Malta get Acc or Tohit bonuses?


Amy_Amp

 

Posted

More of a general question, I know, but I figured /SR and other Def-based scraps would know.

A friend and I, Fire/Kin troller and Fire/SR scrap, were in the "Save Panther 952" somesuch Tip mission at +2/x8 and we were getting wiped out repeatedly. I am soft-capped to all positions, but was getting hit repeatedly, which surprised me. I assume it was the Bosses and maybe Lt's doing the damage, so I was curious.

Granted, we could have played smarter, but I guess we were too cocky in the beginning, and once all the ambush groups had spawned, it was difficult to maneuver when we re-zoned. Especially with all the damned smoke.


 

Posted

The Gunslingers have Accuracy bonuses and Gun Drones have way higher ToHit (I think a 25% bonus) than regular.


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Posted

I haven't check Malta numbers in this mission. But I'm begining to think that TIP missions might be buffed.

I noticed that Greater Devoured in tip mission had 64% Base To-Hit. PirateCrew is claiming that all mobs on that map are having 64% Base To-hit.

Quote:
Originally Posted by PirateCrew View Post
It wasn't just the Greater Devoured. Several weeks ago I noticed that all enemies in those L50 hero tip DE cave missions (there's a "save the scientists" one too) had 64% tohit. I checked the combat logs and used the power analyzer temp power (same results as in pics above) on the other DE such as herders, deathblossoms, etc.

Normal non-boss DE in city zones (I believe I checked in Founders Falls) had the expected 50% tohit. I did not at the time check Greater Devoured in a city zone, since I was more surprised by the "buffed" minions in the caves, and couldn't find a story-driven reason for the buff... and therefore submitted it as a bug.


 

Posted

Purely anecdotal, but my def-capped (or nearly capped) toons rarely get hit, certainly no more than the normal running Tips. I do speed runs, so a lot of times, I'll just click on a glowie w/o bother to clear mobs around it (Malta included, I do deal w/Knives & Rikti drones who see through stealth). They see me, attack and usually whiff while I finish up and move on to the next glowie. Of course, I'm not silly enough to try to save Panther 952 at +2/x8 during speed runs either.


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Posted

Take out the gunslingers first that helps a lot and the Gunsligers bosses hit a little harder so make sure you gets those quickly


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Posted

I haven't checked the numbers but I've always thought that Gunslingers seemed to have substantially better accuracy, or possibly tohit, than the rest of the mobs. I do know that the Gun Drones have a BASE tohit of 75%, just the same as the player version. Fortunately the Drones don't hit THAT hard... but the dang Gunslingers sure do.


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Posted

Quote:
Originally Posted by Sir_Lionheart View Post
More of a general question, I know, but I figured /SR and other Def-based scraps would know.

A friend and I, Fire/Kin troller and Fire/SR scrap, were in the "Save Panther 952" somesuch Tip mission at +2/x8 and we were getting wiped out repeatedly. I am soft-capped to all positions, but was getting hit repeatedly, which surprised me. I assume it was the Bosses and maybe Lt's doing the damage, so I was curious.

Granted, we could have played smarter, but I guess we were too cocky in the beginning, and once all the ambush groups had spawned, it was difficult to maneuver when we re-zoned. Especially with all the damned smoke.
Erm....

MALTA at +2x8? With a squishy duo?

LOL, that's simple enough to fix:

Don't do that.


I've seen people talking for years about how redside factions are somehow nastier than blueside. Malta, Devouring Earth, Nemesis, Carnival, Rularuu, those guys take a back seat to nobody on the nastiness scale.

Be careful out there!


 

Posted

Quote:
Originally Posted by mauk2 View Post
Erm....

MALTA at +2x8? With a squishy duo?

LOL, that's simple enough to fix:

Don't do that.


I've seen people talking for years about how redside factions are somehow nastier than blueside. Malta, Devouring Earth, Nemesis, Carnival, Rularuu, those guys take a back seat to nobody on the nastiness scale.

Be careful out there!
Malta on my fire/sd no biggie carnies makes him cry

nemisis are alright until I shield charged and got quadruple stacked vengeance and I folded like a cheap tent I figured out real quick take out all the bosses first then shield charge and clean up the fodder left


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Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
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Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA

 

Posted

Quote:
Originally Posted by mauk2 View Post
I've seen people talking for years about how redside factions are somehow nastier than blueside. Malta, Devouring Earth, Nemesis, Carnival, Rularuu, those guys take a back seat to nobody on the nastiness scale.
Nemesis? They have one trick, Vengeance. Sure, it's a nasty trick, but it has a counter - kill all lieutenants last and simultaneously or as close as possible. I consider Nemesis one of the pushover groups. Yeah, I occasionally mess up and eat pavement. Price of admission.


"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
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Posted

Yeah, there's a reason that, except for the Fake Nem bosses, Nemesis all offer normal (as in, the baseline value for their class) or less XP.

Redside factions aren't really that nasty by the 40-50 region because the only one of them that was unique to redside was Arachnos and Longbow. These days, while heroes face less Longbow, Longbow are less rude.

I think what I'm getting at is that while I do feel there's a disparity in enemy group difficulty, it's not at the high end, and at the high end, it's the same list of stuff you need to look out for. Like Quartzes on any def based character.


 

Posted

Quote:
Originally Posted by NordBlast View Post
I haven't check Malta numbers in this mission. But I'm begining to think that TIP missions might be buffed.

I noticed that Greater Devoured in tip mission had 64% Base To-Hit. PirateCrew is claiming that all mobs on that map are having 64% Base To-hit.
Well... I jumped the gun.

It appears that only DE tip missions are got buffed. I ran few tips today including "Save Panther 952", Dr. Quantum, Carnie Masks and both DE missions. Every group in mission except DE had regular To-Hit and accuracy. DE had elevated 64% To-Hit for all mobs (Deathcaps, Deathblossoms, Guardians and Greater Devoured) except Granites.

Malta had regular 50% to-hit (including Blackhawk X-5), except for gun drones 75%.


 

Posted

DE quartz eminators give an accuracy buff. It's prettty significant. This may be what people are seeing. Kill them first, or just retreat to draw the spawn away from them.

I think it's just a case of people not being accustomed to fighting the more difficult high level groups so they don't know what they're up against.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Werner View Post
Nemesis? They have one trick, Vengeance. Sure, it's a nasty trick, but it has a counter - kill all lieutenants last and simultaneously or as close as possible. I consider Nemesis one of the pushover groups. Yeah, I occasionally mess up and eat pavement. Price of admission.
If you play a melee focused squishy they can be hell to take on though when you are on a team. My Kin/elec hates Nemesis more than any other mob.


 

Posted

I don't think it's a matter of Malta having any better chance to hit, just the fact that in that ambush more of them are attacking you at once than you would normally ever be facing.

A softcapped SR is going to be hit an average of 1 time for every 20 attacks. Normally that means you're pretty indestructible. But when there are 45+ things attacking you that 1 in 20 starts to get pretty frequent. Add to that the fact that you have 15-20 Operation Engineers all dropping Gun Drones (with that 75% base chance to hit), and you have a situation that has the potential to go south for an SR in a hurry.


Quote:
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.

 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
DE quartz eminators give an accuracy buff. It's prettty significant. This may be what people are seeing. Kill them first, or just retreat to draw the spawn away from them.
The problem is that the quartz emanators give an absolutely absurd tohit buff - something like 200%, not 14%. If they've got 64% total tohit, it's not the emanators. And if he's checking this with surv or a power analyzer, presumably the spawn isn't aggroed yet and so won't have dropped any quartz.


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Posted

Quote:
Originally Posted by Shred_Monkey View Post
DE quartz eminators give an accuracy buff. It's prettty significant. This may be what people are seeing. Kill them first, or just retreat to draw the spawn away from them.

I think it's just a case of people not being accustomed to fighting the more difficult high level groups so they don't know what they're up against.
Quote:
Originally Posted by Muon_Neutrino View Post
The problem is that the quartz emanators give an absolutely absurd tohit buff - something like 200%, not 14%. If they've got 64% total tohit, it's not the emanators. And if he's checking this with surv or a power analyzer, presumably the spawn isn't aggroed yet and so won't have dropped any quartz.
Single DE quartz eminator gives 100% To-Hit, so when 1 quartz is present surveillance shows 164% to-hit.


 

Posted

Quote:
Originally Posted by NordBlast View Post
Single DE quartz eminator gives 100% To-Hit, so when 1 quartz is present surveillance shows 164% to-hit.
Hmmm.


Now see, suddenly, that's interesting.

Perhaps we're seeing a glimpse of what Incarnate baddies may be bringing to the table?

If def softcap goes up to 59 percent, that makes things...interesting.

(goes to run tips and fight DE)


 

Posted

Quote:
Originally Posted by mauk2 View Post
Erm....

MALTA at +2x8? With a squishy duo?

LOL, that's simple enough to fix:

Don't do that.
Heh, well I know that NOW...

We didn't actually intend to run the Tips at that level, we just forgot to change the setting, but we thought we could get through it. +2/x8 is my default solo setting, though admittedly I don't do a lot of Malta missions. That was why I was asking about their Acc and ToHit.

In retrospect, as someone here posted, I suppose it could have just been the sheer numbers in the ambush groups. I don't know, though.


 

Posted

Quote:
Originally Posted by Sir_Lionheart View Post
Heh, well I know that NOW...

We didn't actually intend to run the Tips at that level, we just forgot to change the setting, but we thought we could get through it. +2/x8 is my default solo setting, though admittedly I don't do a lot of Malta missions. That was why I was asking about their Acc and ToHit.

In retrospect, as someone here posted, I suppose it could have just been the sheer numbers in the ambush groups. I don't know, though.
It is 10 ambush waves triggered by timer, not by defeating previous wave. Time between the waves is about 15-20 seconds.


 

Posted

Quote:
Originally Posted by mauk2 View Post
Perhaps we're seeing a glimpse of what Incarnate baddies may be bringing to the table?

If def softcap goes up to 59 percent, that makes things...interesting.
That was my thought too. Heck, I'd already suggested that they raise the to hit for the incarnate levels. If it gets too nasty, I should be able to outfit either my Broad Sword/Shield (yay Parry) or DM/SR with lots of set bonuses to cope. But we'll see. Honestly, I doubt it's intentional or foreshadowing. I suspect it's just a bug.


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"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

Quote:
Originally Posted by mauk2 View Post
MALTA at +2x8? With a squishy duo?

LOL, that's simple enough to fix:
But, but... you called a Fire/SR part of a squishy duo?

I think that may be one of my new favorite missions. I was running my Fire/Rad/Earth controller with a SG mate's Fire/Kin/Fire controller and my wife's Rad/Fire/Flame blaster. Needles to say we run on +2 / x8 a lot, because it is a potent trio.

I had no idea how that mission worked, it was the first time I had done it. Of course we talk to the longbow guy, rescue Frostfire, and click the glowy. I am not sure if you can do it less insane if you hold back on performing one of those things, but it was awesome.

Vengeances and Fallouts and Rises of the Phoenix. Missles and bullets and Plasma Blasts. Titans and more Titans and TPing bosses. And what a great map choice. You have terrain and tactical options galore in there. So beautiful.


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Posted

Quote:
Originally Posted by Werner View Post
That was my thought too. Heck, I'd already suggested that they raise the to hit for the incarnate levels. If it gets too nasty, I should be able to outfit either my Broad Sword/Shield (yay Parry) or DM/SR with lots of set bonuses to cope. But we'll see. Honestly, I doubt it's intentional or foreshadowing. I suspect it's just a bug.
I PMed Castle regarding 64% to-hit. He replied that it is WAD.


 

Posted

Quote:
Originally Posted by NordBlast View Post
I PMed Castle regarding 64% to-hit. He replied that it is WAD.
Well, assuming WAD means 'Working As Designed' and is not some cryptic reference to a 70's porn actor, that's very interesting.

Looks like 59 is the new 45.



It seems that Hamidon is stirring. Glee! Things are getting so much more interesting now!


 

Posted

Quote:
Originally Posted by Werner View Post
That was my thought too. Heck, I'd already suggested that they raise the to hit for the incarnate levels. If it gets too nasty, I should be able to outfit either my Broad Sword/Shield (yay Parry) or DM/SR with lots of set bonuses to cope. But we'll see. Honestly, I doubt it's intentional or foreshadowing. I suspect it's just a bug.
My bs/sd is setless as of now (needing nothing at all) and my ma/sr is currently at 55-ish vs all but with end issues since the build predates physical perfection.

Time to dust those off, I suspect. Tooling up the bs/sd would be a joy to behold.

That said, MAN, I wish they'd allow a variant animation for aid self. The 'tricorder' just does not fit the ma/sr, and those toons need the healing pool bad to round out their defensive suite.

Grrr.....