Is the Absolute Amazement proc REALLY non-resistable?


Enyalios

 

Posted

I´ve been playing around with my WP tank; getting a build ready for when i19 gets here. I´m happy with the build, he´s at the soft-cap against S/L/E/NE, and has a boat-load of HP and Regen.

I was considering an Absolute Amazement -7.5% chance to hit proc in the tier 1 attack, in theory it would be great against AV´s IF the debuff is really non-resistable.

Mids lists it as being non-resistable, and in-game it states it is too (when checking the IO at Wenty´s). But I´ve heard from a vereran player that it isn´t.

But is it REALLY non-resistable??? Hope you can help


 

Posted

Last I heard the proc isn't working in PvE, so it's a moot question.


 

Posted

Quote:
Originally Posted by Supernumiphone View Post
Last I heard the proc isn't working in PvE, so it's a moot question.
Seriously? Uggghhh. Procs are such a mess.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

To my knowledge it does nothing in PvE and is non-resistable in PvP. I haven't tested it in like 4 issues though so perhaps its been "fixed" so it doesn't work anywhere now.


 

Posted

Thanks for the replies so far.

But I´d still like to know if it SHOULD be non resistable, if and when they finally do get it working as intended.

Iirc, getting to the defense cap means even conned minions have only 5% chance to hit, but the lieutenents, bosses, elite bosses and AV´s, the 5% is affected by a modifier. I think that AV´s get 12% chance to hit a softcapped player.

If I can get my WP tank soft-capped to S/L/E/NE (which I can), and can also put a 7.5% debuff on the AV´s chance of hitting.... it´ll mean their ability to hit is reduced to the base 5% and give me a big boost to survivability.

IF they can get the proc working.

I realise there´s a big IF, but if they can get it working, SHOULD it give an unresisted debuff to-hit?


 

Posted

Quote:
Originally Posted by Pit Viper View Post
Iirc, getting to the defense cap means even conned minions have only 5% chance to hit, but the lieutenents, bosses, elite bosses and AV´s, the 5% is affected by a modifier. I think that AV´s get 12% chance to hit a softcapped player.

If I can get my WP tank soft-capped to S/L/E/NE (which I can), and can also put a 7.5% debuff on the AV´s chance of hitting.... it´ll mean their ability to hit is reduced to the base 5% and give me a big boost to survivability.
-ToHit and Defense are essentially the same thing, except -ToHit can be resisted. If you're already softcapped, -ToHit won't change anything.

Edit: In more detail, here are the attack mechanics. The part you care about here is the HitChance formula:
HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) )

The reason softcapping works is that BaseHitChance for almost everything in the game is 50%. Clamp just says "If this number is above 95% or below 5%, pull it back in that range." So, if you have 45% defense (softcap), 50% - 45% = 5%, the lowest basic hit chance you can get. Notice that ToHitMods, which is where -ToHit is added, is in the same area as DefMods. If you have 0% defense, but put -45% ToHit on the enemy, it has the same result as being softcapped.

But, accuracy is applied after that. Archvillains have a 50% accuracy bonus, so they multiply that by 1.5, so the lowest you can push most AVs' accuracy is 7.5%. No matter how much defense or -ToHit you apply, it'll always bottom out at 7.5% versus a normal AV. The one place extra helps is if the enemy has any sort of ToHit buff or hits you with a defense debuff.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

Thanks a lot for your reply Kelenar, that´s exactly the information I needed.

Oh well, the idea was nice while it lasted.