How do you get +to-hit?


Adeon Hawkwood

 

Posted

Okay, so, +to-hit is (usually) more important than accuracy, so far as I can tell. If I have about 30-40% accuracy in a power, then 10% to-hit is about as good as 13-14% accuracy, give or take, and can pay off dramatically when I'm facing to-hit debuffs.

... So how do I get +to-hit? My /dev blasters can use targeting drone. I can take yellows. I guess in theory I could spend two slots getting <something> and Tactics, although that's sorta expensive to run all the time.

What else gives +to-hit? Are there good ways for me to get my basic to-hit up from 75%, especially for purposes of going after higher-level opponents?

(The immediate concern I have involves a dark/dark tanker, but this question applies to basically everyone I play, since even the people who have tactics or targeting drone wouldn't mind more +to-hit.)


 

Posted

There's also the Kismet unique (a defense set), though it only provides 6% tohit and is unique. It's one of the 120 procs so it's best to have it something you'll have toggled all the time.


 

Posted

The best way to get a little extra to-hit is the Kismet 6% Accuracy IO. It's misnamed... it actually provides a 6% to-hit bonus whenever the power it is in is active, not an accuracy bonus. You can slot it in any power that takes defense sets and which you will be using all the time in combat, which is normally Combat Jumping or Hover (or any of your main armors on a defense based set). On a Dark/Dark Tanker I'd put it in Combat Jumping or Cloak of Darkness, depending on which you use for your immobilize protection. (If you run both, put it in Combat Jumping since that needs less enhancement so it has more spare slots.)

The only other source of to-hit buffs all characters can get is Tactics, which offers only a little more to-hit than the Kismet IO on most ATs and costs endurance, but it does offer that to-hit to teammates. If you have the free slots and the endurance to run it you may want to go for it, but a Kismet IO alone effectively drops enemies by one level (you hit +1s like you normally would +0s) and it's not hard to get a fair bit of global accuracy from sets. Unless you plan to fight +4s a Kismet, good accuracy slotting, and the 40% or more global accuracy you tend to pick up anyway in an IO build (it's a very common bonus in decent sets) is plenty. If you do plan to fight +4s or you are using a SO / frankenslotted build with little global accuracy, then consider Tactics or a toggle like Focused Accuracy (but only if you can afford the endurance drain).


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]
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Posted

Ooh, I didn't realize that the 6% accuracy IO was a +to-hit. I'll slot one of those at my earliest convenience. Which should be pretty soon. At least on the dark tank, it'd probably go in cloak of darkness. (Right now, my knockback protection is in the toggle that does all my mez protection, just because it's easier to remember it that way, for me.)


 

Posted

Not sure from that post if you realize this or not, but the KB protection IO doesn't care if your power is on or not.

Only the IOs that say "for 120 seconds" or have a "X% chance" in their effect description need to be in active powers to work. The others work regardless, unless you happen to exemplar to more than three levels below the IO's level. (This includes the possibility that you actually lose the power the IO is in due to exemplar or any other powers restriction. The IO will still work even without the power it's slotted in down to its level-3.)


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

I think the Kismet gives you 6% of your base To Hit value, by the way, so it amounts to +4% To Hit (6% of 75%) rather than +6%.
That's what it appeared to do when I slotted it. My "Base Chance to Hit" (?) in Combat Attributes went from 75% to 79% rather than to 81% like I expected.

But, whatever, that doesn't change the way you use it.


 

Posted

Somethings wrong with you proc then, cuz mine gives a full 6% tohit on my tanker (75% to 81%)


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
I think the Kismet gives you 6% of your base To Hit value, by the way, so it amounts to +4% To Hit (6% of 75%) rather than +6%.
That's what it appeared to do when I slotted it. My "Base Chance to Hit" (?) in Combat Attributes went from 75% to 79% rather than to 81% like I expected.

But, whatever, that doesn't change the way you use it.
Screencap it if it happens again: that's a bug. Kismet +Acc is designed to provide exactly +0.06 tohit; i.e. +6%. Its supposed to ignore strength, resistance, combat modifiers, and isn't designed to obey archetype modifiers or tables of any kind.


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Posted

I'll verify this when I get home then, and provide a screenie.

It was a level 10 enhancement I think, slotted in Hide on my MA/SR Stalker.


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
I'll verify this when I get home then, and provide a screenie.

It was a level 10 enhancement I think, slotted in Hide on my MA/SR Stalker.
where you in a pvp zone cause it gets DRed to about 4% in there or at least that's what the numbers show.


 

Posted

Nope. I was in Cap Au Diable when I noticed it.


 

Posted

That sounds like a bug. I have one slotted in Hide on my MA/Regen Stalker, and it's +6% absolute.

Is it even possible for it to be based off of 75%? I didn't think that number was an actual attribute. I thought our "base" hit chance was a lookup based on our foe's relative level, and the 75% display in the combat monitor (valid only for +0 foes) was just a simplified display value.


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

It's definitely 6% fixed. Try slotting Combat Jumping (or another toggle) with a Kismet 6% IO and look at your last to hit chance with Brawl or a veteran attack (something that doesn't have any added accuracy). You'll see exactly 6% higher with the toggle active than with it off, regardless of the enemy's level. If you have global accuracy from IOs you'll have more than a 6% increase since the higher base to hit is being multiplied by your accuracy bonuses, but if you slot the Kismet before getting any set bonuses (I try to slot one in the early teens to help get through those annoying pre-SO levels) and monitor your last to hit chance it's clear.


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

Quote:
Originally Posted by UberGuy View Post
Only the IOs that say "for 120 seconds" or have a "X% chance" in their effect description need to be in active powers to work. The others work regardless, unless you happen to exemplar to more than three levels below the IO's level. (This includes the possibility that you actually lose the power the IO is in due to exemplar or any other powers restriction. The IO will still work even without the power it's slotted in down to its level-3.)
Oh, interesting. The 120-second procs work regardless of exemplar level, as long as the power they're in is active (or is an auto power). I had assumed that procs in general worked regardless of level, but apparently not?


 

Posted

Quote:
Originally Posted by seebs View Post
Oh, interesting. The 120-second procs work regardless of exemplar level, as long as the power they're in is active (or is an auto power). I had assumed that procs in general worked regardless of level, but apparently not?
Correct, procs work regardless of level as long as you have access to the power. However global IOs (such as the various KB protection IOs or the LotG +7.5%s) function as set bonuses. They stop working if you exemplar more than 3 levels below the IO level but do not require you to have access to the power.


 

Posted

Quote:
Originally Posted by UberGuy View Post
Is it even possible for it to be based off of 75%? I didn't think that number was an actual attribute. I thought our "base" hit chance was a lookup based on our foe's relative level, and the 75% display in the combat monitor (valid only for +0 foes) was just a simplified display value.
Nope, we have an intrinsic base tohit. I believe its adjusted up or down based on combat modifier tables. However, since this intrinsic tohit is *always* 75% for players (even in PvP: its modified by a PvP combat modifier downward to 50%) I don't see what the point of basing a tohit buff off of player base tohit would be: it would always be 0.75x the numerical value of the buff. You might as well just set it to that value and call it a day.

When we say players have base 75% chance to hit but critters have 50%, this is the intrinsic number that refers to (and now there are those 64% critters running around).


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Posted

Quote:
Originally Posted by Arcanaville View Post
However, since this intrinsic tohit is *always* 75% for players (even in PvP: its modified by a PvP combat modifier downward to 50%)
Well, barring the beginner's luck aspect that you see as a lowbie, which disappears as you level up to 20.


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Posted

Quote:
Originally Posted by seebs View Post
Oh, interesting. The 120-second procs work regardless of exemplar level, as long as the power they're in is active (or is an auto power). I had assumed that procs in general worked regardless of level, but apparently not?
Well, I'm not sure if I'm answering the question you asked, but only "% chance" and "for 120s" IOs are "procs" in the traditional sense. I think most people would not categorize "for 120s" IOs as procs at all, but mechanically they are identical to procs with a 100% "chance" of triggering when you activate your power.

Things like KB IOs and LotGs are not in any way tied to the slotted power's activation, thus the sense in which they are not procs. Slotting them is like gaining an auto power. You keep it unless you exemplar to low to have it, which in this case is the slotted IO's level -4 or lower.


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 Arcanaville View Post
When we say players have base 75% chance to hit but critters have 50%, this is the intrinsic number that refers to (and now there are those 64% critters running around).
So those toHit vs. foe level tables that often get referred to in toHit/defense mechanics discussions are really giving the result of a calculation.

+0: -0%
+1: -10%
+2: -19%
+3: -27%

and so on.

Maybe not necessarily useful, but definitely interesting.


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

I've figured out what I was seeing.

79% is your base Chance to Hit at Level 14, the level at which I picked up the enhancement, and also the level you get exemplare4d to for the Spy Hunt arc, which I did more than a few times.

So with Hide turned off, I saw that number and assumed wrongly that it was my chance to hit modified by the Kismet unique. I rationalised this as the 6% of 75%.
Turning Hide on increases this value by a bit over 6% (due to the sub-20 beginner's luck modifiers.)

At level 50, well away from beginner's luck, my Base Chnace to hit is 75%, or 81% with Hide turned on (and the next 120 seconds) as you would expect.
One interesting side effect I found is the for the first 120 seconds after zoning I get double the kismet accuracy bonus, similar to the way you can double stack Force Field bonuses when zoning.

Sorry for any confusion caused.