Did I break the streak breaker?


Aett_Thorn

 

Posted



I missed three times in a row here. The first miss was with Fire Blast, which had a 95% hit chance. That should have forced a hit on the next attack, but as seen in this screenshot, I missed with the Nemesis Staff. And then my third attack, Blaze, missed again.

That has never happened to me before. As I understood the mechanics of the streak breaker, when an attack missed and it was at the limit of allowed misses, the next attack is supposed to be a forced hit, with no hit roll made. I've manipulated the streak breaker in just that way more times than I can count, to do exactly what I was trying to do when I got that triple miss, using a veteran reward attack. And I got the expected forced hit. But on this character, it's... almost like the streak breaker is checking individual power accuracy on the fly, or being skewed by the DoTs or auto-hit self-affecting powers.

I had no toggles running when this occurred. No buffs, no PBAoEs, no anchor debuffs, not even Sprint. I just used Fire Blast, Nemesis Staff, Radiant Aura and Blaze, in that order. Those were the only four powers active in that entire sequence of events. And that's what's really confusing, because the last time I experienced two misses in a row was when I had a Stunned minion standing in my TA/Dark/Dark's OG radius (which was buggering up the hit rolls by applying forced hits on that minion after i missed an attack on something else, which subsequently left me open for a miss on my next attack). This... this is... weird, because there's nothing tangible to account for it.


 

Posted

I've missed more than three times

I think you have a floor of 5% so perhaps it allows 19 misses in a row?


 

Posted

Well the first attack was at 95% chance to hit and the second was only 75% chance to hit. I'm going to guess that this is why.

Likewise, your third attack didn't hit because the attack before it was at 75% chance.

I bet if you chained two 95% accurate attacks streakbreaker will catch the second one.


 

Posted

Quote:
Originally Posted by BunnyAnomaly View Post
Well the first attack was at 95% chance to hit and the second was only 75% chance to hit. I'm going to guess that this is why.

Likewise, your third attack didn't hit because the attack before it was at 75% chance.

I bet if you chained two 95% accurate attacks streakbreaker will catch the second one.
This. The streakbreaker calculates off of the lowest value in the chain of attacks, kind of. Basically, if you do chain two 95% attacks, then the second will be forced to hit. But if you throw a 75% attack in the middle, that is the new streakbreaker value. If you then follow it up with two 95% attacks, it goes back to forcing the second attack.


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~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Yep, WAI.

Here's what happened:

First attack, 95% hit chance. Failed. Current Streak allowed: 1. Register miss 1. 1 < 1, miss stands.

Second Attack, 75% hit chance. Failed. Lower hit number adjusts Streak allowed to 3 misses. Register miss 2. 2 < 3, miss stands.

Third Attack, 95% hit chance. Failed. Hit number higher than 75%, so Streak max is still 3. Register miss 3. 3 < 3, miss stands.

If we were to introduce a 4th attack into this, with a hypothetical 75% hit chance that ALSO misses, it would do this:

Fourth attack, 75% chance. Failed. Current hit number equals 75%, so Streak max is 3. Register miss 4. 4 > 3. Activate Streakbreaker.

It is worth noting, perhaps, that if, between attacks 3 and 4, you got hit by something that floored your to hit to 5%, the Fourth attack detail would look like this:

Fourth attack, 5% chance. Failed. Lower hit number adjusts Streak max to 100. Register miss 4. 4 < 100, miss stands.


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Posted

Yep. What others have said. You changed the "length" of your allowed miss streak by introducing an attack in the attack chain that had a lower final hit chance - Nemesis Staff.

You have to watch our for this with anything else that has a hit roll that you might be running. I've seen this done with powers that grant PBAoE auras of any kind that roll hit checks. If you slot them such that their hit final chance isn't good enough to have over 90% chance to hit, they can end up giving you lower total benefit from the streak breaker even if all of your primary attacks are saturated at the 95% cap.


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

Related question: does landing a hit, forced or not, reset streak breaker? Or does keep going until it forces a hit?


 

Posted

Quote:
Originally Posted by TwilightPhoenix View Post
Related question: does landing a hit, forced or not, reset streak breaker? Or does keep going until it forces a hit?
The streak-breaker tracks your current streak of misses. Any hit will reset your current streak to zero.


 

Posted

Quote:
Originally Posted by all_hell View Post
I've missed more than three times

I think you have a floor of 5% so perhaps it allows 19 misses in a row?
yup, I missed 5 times in a row on a grey minion once, it made me start thinking that the tohit debuff on Dark Melee was effecting me and not the mobs, and now I notice every chained miss on that toon :/


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Posted

What's really screwy, is Strikebreaker has been working on enemy attacks--even if the enemy hasn't had trouble hitting you.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Quote:
Originally Posted by Derangedpolygot View Post
What's really screwy, is Strikebreaker has been working on enemy attacks--even if the enemy hasn't had trouble hitting you.
The streak breaker has always worked on mob attacks, and the better something's chance of hitting you, the more aggressively the streak breaker will intervene on misses. That's the way it works for us, too.

It's when the mob has a low chance of hitting you that the streak breaker is at its most relaxed. I believe in its lowest band, it allows a streak of 100 misses in a row before it intervenes.

According to the Wiki, I remember correctly.


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 UberGuy View Post

According to the Wiki, I remember correctly.
Bah! BAH, I say!


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

I know I've had forced hits on veteran attacks after missing with a regular attack, despite grossly different accuracies. Either that, or I've had the longest (and really, most pointless) lucky streak in the history of the game.

I swear, it worked differently a few days ago. I'm not cr-...

Okay, I'm not that cr-...

...

I'm not THAT KIND of crazy.

...

-_-


 

Posted

Quote:
Originally Posted by Luminara View Post
I know I've had forced hits on veteran attacks after missing with a regular attack, despite grossly different accuracies. Either that, or I've had the longest (and really, most pointless) lucky streak in the history of the game.

I swear, it worked differently a few days ago. I'm not cr-...

Okay, I'm not that cr-...

...

I'm not THAT KIND of crazy.

...

-_-
Well, if you cycled 95% attack -> Nemesis Staff -> 95% attack -> Sands of Mu, the Sands would be forced to hit if the previous three attacks had missed.

It's also possible that your to-hit was buffed. With 15% or more in to-hit buffs, the veteran attacks have a 90% hit chance, and won't extend your allowable streak.


 

Posted

Quote:
Originally Posted by Derangedpolygot View Post
What's really screwy, is Strikebreaker has been working on enemy attacks--even if the enemy hasn't had trouble hitting you.
This is precisely why I don't play defense-based toons anymore. You WILL get hit, and unless you have resists from somewhere, the mob will get every bit of you. The last time I tried my SR Scrapper, it was like, if I was surrounded by 5 mobs, and they all swing, one of them would always hit. That's 20% of their attacks, hitting for full damage. It takes away the whole point of being "Super Reflexes" if the enemy is Guaranteed to hit you, no matter what you do, what powers you've picked and slotted, etc. It's just my opinion,some folks might swear by defense-based sets, but IMO, this game is all about Resistances + healing / regen, and buffs / debuffs. Your only "stat" is your level number, so buffs and debuffs are where it's at. Or just plain stop the enemy from attacking altogether, like from being a sapper, sleeper, etc. I think of any type of mez as a debuff.

But that's all just my opinion, some players must like visiting the hospital. I really would rather not.


 

Posted

Quote:
Originally Posted by Skyster View Post
This is precisely why I don't play defense-based toons anymore. You WILL get hit, and unless you have resists from somewhere, the mob will get every bit of you. The last time I tried my SR Scrapper, it was like, if I was surrounded by 5 mobs, and they all swing, one of them would always hit. That's 20% of their attacks, hitting for full damage. It takes away the whole point of being "Super Reflexes" if the enemy is Guaranteed to hit you, no matter what you do, what powers you've picked and slotted, etc. It's just my opinion,some folks might swear by defense-based sets, but IMO, this game is all about Resistances + healing / regen, and buffs / debuffs. Your only "stat" is your level number, so buffs and debuffs are where it's at. Or just plain stop the enemy from attacking altogether, like from being a sapper, sleeper, etc. I think of any type of mez as a debuff.

But that's all just my opinion, some players must like visiting the hospital. I really would rather not.
Pretty sure it is per individual as this is nothing like the case that I have ever faced. An individual needs to attack 100 times before streakbreaker kicks in when you are at the soft cap.

Given a lot of enemies attacking however, it is simply a good chance given time that someone will naturally hit you.

But no way in heck do you get "automatically hit every time 5 people attack you". Not even close.


 

Posted

Quote:
Originally Posted by Skyster View Post
This is precisely why I don't play defense-based toons anymore. You WILL get hit, and unless you have resists from somewhere, the mob will get every bit of you. The last time I tried my SR Scrapper, it was like, if I was surrounded by 5 mobs, and they all swing, one of them would always hit. That's 20% of their attacks, hitting for full damage. It takes away the whole point of being "Super Reflexes" if the enemy is Guaranteed to hit you, no matter what you do, what powers you've picked and slotted, etc. It's just my opinion,some folks might swear by defense-based sets, but IMO, this game is all about Resistances + healing / regen, and buffs / debuffs. Your only "stat" is your level number, so buffs and debuffs are where it's at. Or just plain stop the enemy from attacking altogether, like from being a sapper, sleeper, etc. I think of any type of mez as a debuff.

But that's all just my opinion, some players must like visiting the hospital. I really would rather not.
If you are SR, then they should have a 5% chance to hit you. That's 1 auto hit out of 100 misses - nowhere close to 1 in 5. If you are SR, streak breaker should never happen, since they should get in one lucky shot every 20 tries anyway. Streakbreaker should kick in 1/2 of 1 percent of the time - so once out of every 200 strings of 100 attacks.


 

Posted

Quote:
Originally Posted by Skyster View Post
But that's all just my opinion, based on a flawed interpretation of the system, some players must like visiting the hospital. I really would rather not.
Fix'd.

When playing a defense based character, once your defense is over 25%, the streak breaker code will not kick in until the 100th miss in a row.

Even with 45% defense, it's likely that you will be hit by the fourteenth attack.


Some players must like to remain ignorant of the game mechanics. I really would rather not.


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Posted

Quote:
Originally Posted by Skyster View Post
<snip>

....wait what?


 

Posted

It's just my opinion, based on how the game feels to me, and my experience. Maybe the system was bugged last time I played that character, maybe I'll try it again to see how it actually plays now. But chances are I'll still prefer resists to defense. And that's just my personal preference, nothing to get snippy about lol.


 

Posted

Quote:
Originally Posted by Skyster View Post
But that's all just my opinion, some players must like visiting the hospital. I really would rather not.
If you look at the quote here, you took the point you were making a bit beyond just one of perception about defense. You set up as that the matter of perception is whether or not one is cool with constant trips to the hospital, not whether or not defense "felt like" good mitigation.

Making the subjective part be about whether going to the hospital a lot is OK with people makes it sound like the fact that you go to the hospital more with a defense character is just a fact.

You probably didn't mean it that way, but reading it like I did here, I can see it compelling people to reply.


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
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Posted

I didn't mean to upset anyone by simply expressing an opinion. Defensive based characters just feel more squishy to me than resistance based ones, so I would rather play resists. It's probably also fair to note that I'm probably not the only person who feels this way about defensive based powersets.

Now, it has been a while since I even tried a defensive toon, simply because of how bad it was last time I tried to play one. Maybe they have changed things since then, and I need to try again. And hey, if I'm wrong, I'll be the first to admit it. Because I'll be glad to have an awesome toon.

Thank you Luminara for posting a thread about something that affects every player in the game, and is an important topic. I do recall for a while there, defense was broken, and it became known as the "defense hole", etc. And I can recall a time when certain people suggested that there MUST be something in the game that guarantees the mobs a hit once in a while, and the devs and everyone else denying it. Then, it came out that there IS a streakbreaker code in there. Oh My Goodness!

I'll dust off that ol' Scrapper and give her another go. Or heck, might as well roll up a Kat/SR to stack DA with. Bearing in mind of course, there are a LOT of things in the game that can de-buff your defensive numbers, ignore a certain portion of them, etc.


 

Posted

If you haven't given the SR a whirl since before I7, things have indeed changed dramatically. I mean, don't get me wrong, sometimes the random number generator will hate on characters who rely a lot on defense to stay alive, but defense treats people pretty well these days, in my opinion. Really high levels of it make you feel invincible. If you hate randomness you may still not enjoy it, but the mechanics have improved a lot since the very early days.


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 have full knowledge of the game and defensive mechanics and I also stay away from pure defense sets (SR, EA). Even at the softcap I find them too unreliable (then again, the RNG does hate me), so I prefer sets with defense AND a secondary means of mitigation such as Ice Armor which has +hp and -rech debuffs, or Shield Defense which has +hp, +dam and a massive spawn clearing attack.