Accuracy WAS Nerfed
You can view Base Accuracy in Mids by opening Data View window (Ctrl+D) and hovering mouse above the power in question.
The OP is misreading Mids, which is not an official Paragon Studios program.
Bad Dog, just go log into the game and watch the real numbers there. Unslotted KO blow against an even con minion will have a 90% chance to hit. It has a 1.2 accuracy modifier, the same as it always has. |
Side note: I'd appreciate it if we can cease the condescention. If we want to make this a school yard scrap, fine, I can be just as nasty. I didn't insult any of you, so let's keep this civilized.
People are pointing out (Player Base Acc) .75 * (Power Acc) 1.0 = .75 ToHit
I had stated using original power accuracy numbers then comparing them to MIDS "accuracy" we get 1.0 - .25 = .75 Accuracy
After seeing that screenshot, from gameboy1234, I assume that when Mids says "Accuracy" for an unslotted power they really mean "ToHit". If that's the case then A) Mids has an error because a powers Accuracy and your chance ToHit are not the same things to players and then B) they math that some of you are pointing out works like you say it does.
So, baring any contradictory evidence, I will concede for the moment that one of the variables I am using is suspect. And let's move that to a non-issue for the moment. I'm not saying the result is wrong, it simply means my source of one of the variables is incorrect. But I will clarify this in a sec.
Accuracy reduction is not a myth. And I will be the first to acknowledge my own in-game testing seems to point that the "math" being presented works out correctly. The point of what I posted is that we noticebaly began missing suddenly, like 3, 4 and 5 times in a row and now requiring 2 accuracy enhancements or a higher level IO to compensate for it. I have been here since CoH Beta and this was never the case. Sure, there was always reasons to slot extra accuracy but not because you are missing consistently with a power of 100% and an Accuracy SO.
Back to the math that some of you are throwing around. I said there was a 25% reduction in accuracy because I compared old values to Mids values. You guys are saying that same 25% accuracy reduction is because of a players default accuracy. Your formula and my formula may be different but we are both talking about the exact same number, a -25% accuracy to powers.
The 75% player base accuracy you all brought up. This was not in my calculation since I only used the previous power numbers I had available and Mids. But since you rolled this out, let's play with it.
100% is the same as 1.0. 1 is one, and one is a whole. If I have a pie its "one" pie. If I cut it in quarters and give my girlfriend a slice, I lost 25% and still have 3/4's or 75% of a pie. Jab has an accuracy of 100% since it is intended to hit as often as most other things. A player base of 100% would mean it was intended to hit as often as anything else. A player base accuracy of 75% makes no sense at all unless it had previously been 100%, otherwise the number behind the ".75" would be 100%. For example, if everytime I baked a pie it was 7.5 ounces, I would say 7.5 ounces is a whole pie or 100%, not 75% because I could make them 10 ounces. If I am making 10 ounce pies and started making them 7.5 ounce pies, you would say I reduced my pies 25%. What you guys aren't seeing is that we are both acknowledging a negative reduction to a power while trying to say -25% is no reduction in accuracy. That's silly.
The point of my post remains unchanged. Powers are -25%. Apparently, you all would rather try to convince me there is no -25% than believe that something like this could have been slipped by us.
So, baring any contradictory evidence, I will concede for the moment
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You know, you could just log in and look at the numbers for yourself. They are all in game, and your attack rolls are plainly visible in the Combat Window.
Accuracy reduction is not a myth. |
I told you there was no way to convince him. Reality is a myth. Opinion trumps facts. He who yells the loudest is right. Experts are wrong.
You know, you could just log in and look at the numbers for yourself. They are all in game, and your attack rolls are plainly visible in the Combat Window.
I told you there was no way to convince him. Reality is a myth. Opinion trumps facts. He who yells the loudest is right. Experts are wrong. |
You know, you may be unfamiliar with this concept but some of us grownups go to a place we call "work" and are required to stay there for many hours in a row. We can use the internet but they frown on employees playing games.
A player base accuracy of 75% makes no sense at all unless it had previously been 100%, otherwise the number behind the ".75" would be 100%.
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Needless to say that's horribly inefficient for what's one of the most used pieces of code we can see. Instead we have the generic hit check code where you can insert variables into depending on different circumstances. A player attacking an even level minion calls the .75 value while the minion hitting back calls the .5 value. You just used the same piece of code twice. Which is the whole point in using variables.
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This is the way its been for as long as I can remember.
What it SEEMS like you are having trouble with is the idea that players only have a baseline 75% chance to hit. This number is modified by the power's inherent accuracy and enhancements, giving you your total, adjusted tohit percentage.
As has been said, Mid's gives a much modified number for the accuracy of each power. Something as simple as (been offered already) making sure that Rage was not selected or even a Chance for Buildup proc are only a couple of reasons that you may have at one time or another seen 120% for Knockout Blow's accuracy, etc.
My advice is to not rely on memory. Duplicate your experience and then determine what is different.
You know, you could just log in and look at the numbers for yourself. They are all in game, and your attack rolls are plainly visible in the Combat Window.
I told you there was no way to convince him. Reality is a myth. Opinion trumps facts. He who yells the loudest is right. Experts are wrong. Dude, you are smoking some serious s---. |
One more try at phrasing it so that it will be understood...
All entities have a base chance to to hit. It in fact is called "tohit". Most NPC entities have a .50 (50%) tohit. Players have a .75 (75%) tohit. You can increase your tohit value with powers like Aim, Tactics, Build Up, etcetera, and also through temp powers and some set bonuses.
All powers have an accuracy rating. Called accuracy. Most of the time it is 1, but not always; some powers are autohit and don't use an attack roll at all, and some have a lower or higher starting value. On slottable powers the accuracy can usually be increased.
Now, when you attack something the server makes an attack roll. The target number for that attack roll is your current tohit value multiplied by the current accuracy of whatever power is being used to attack.
Now, a player with the standard tohit of .75 is attacking using an unslotted power with a base accuracy of 1.0.
.75 times 1.0 gives you your final chance to hit the target assuming an even con target with no defense. That chance to hit the target is 75%.
If your accuracy was really .75 you'd multiply it by your .75 tohit to get 56%.
The final number that determines an attack's chance to hit is that power's accuracy multiplied by your tohit.
Accuracy is not the final number used to determine your ability to hit with an attack. Accuracy is what you multiply your tohit by to determine the actual % chance to hit with an attack.
*sheesh*
i'm not a math wizard by any means, and even i understand this.
Dr. Todt's theme.
i make stuff...
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
Dr. Todt's theme.
i make stuff...
100% is the same as 1.0. 1 is one, and one is a whole. If I have a pie its "one" pie. If I cut it in quarters and give my girlfriend a slice, I lost 25% and still have 3/4's or 75% of a pie. Jab has an accuracy of 100% since it is intended to hit as often as most other things. A player base of 100% would mean it was intended to hit as often as anything else. A player base accuracy of 75% makes no sense at all unless it had previously been 100%, otherwise the number behind the ".75" would be 100%.
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*Accuracy* is by definition a multiplicative modifier that makes a particular attack better or worse than the base. An attack with 100% Accuracy does not modify the chance to hit. An attack with 120% accuracy increases the chance to hit by 20%. An attack with 80% Accuracy has only 80% of the normal chance to hit. The reason why Accuracy is defined this way is because entities with different base chance to hit may use the same attack. While player characters have a 75% chance to hit, computer controlled characters have only a 50% chance to hit. Accuracy ensures that a more accurate attack will be, in the same ratio across all characters, more likely to hit the target.
As a side effect, slotting an attack for Accuracy increases its Accuracy, not the character's to hit. Thus if you slot an SO for +33% Accuracy, you get your chance to hit multiplied by 133%, not 33% added to your chance to hit. (That is, you get a 75%*1.333=100% chance to hit, not a 75%+33%=108% chance to hit) If have a +tohit bonus, however, say from Tactics, this will be added to your 75% chance to hit and then again increased by another 33%.
Your "pie" is a 75% chance to hit. You have 100% of a 75% chance to hit. Your "pie" has not been reduced from a 100% chance to hit, which it never has been, to a 75% chance to hit. It has been 75% since the day the game was released.
If we're going to split hairs tohit is an attribute that a character has, and accuracy is an attribute each attack has. You multiply your character's tohit by the power's accuracy. Two separate but closely related attributes.
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Note to OP: See, ^this is how you admit you're wrong.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
If we're going to split hairs tohit is an attribute that a character has, and accuracy is an attribute each attack has. You multiply your character's tohit by the power's accuracy. Two separate but closely related attributes.
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Sort of... there is global +Accuracy to worry about too, like from IO bonuses. But you could argue that that is applied to your powers before the fact.
I would need three heads and six extra pairs of hands to do the amount of facepalming required by the situation.
To that end, I submit this link for consideration.
This is your problem. The 75% base attribute people were talking about is ToHit, not Accuracy. Base Player Accuracy is 1.00.
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The best way to explain it is probably to compare it to damage scale. Power Bolt, the first attack in Energy Blast, has a damage scale of 1.0. This is apparently the base against which all other attacks are measured. Power Burst, for instance, with a damage scale of 2.12, will presumably therefore do 2.12 times the damage of Power Burst.
An AT has a different damage modifier that effects their damage, though. Thus, a Blaster with Power Burst will do a lot more damage than a Defender with Power Burst. The Blaster will do 1.125 times the damage scale, while the Defender will do 0.65 times the damage scale. This value will then be applied to the damage tables with regard to the character's level, and the final damage will be calculated. (Plus, Enhancements and other buffs will be added in and have an effect)
Everyone has the same to hit chance, but the Accuracy of the attack is just the scale of that attack's ability to hit compared to the base, just as the damage scale is the scale of that attack's damage compared to the AT's base. And just like damage scale, it varies by attack, so some attacks can be more accurate than others.
What fascinates me is that the claim is that this would be a subtle nerf, when in reality if it was nerfed like he was claiming it was people would be hitting ~33% less than they were before (under base conditions, no toHit buffs/debuffs).
That's not subtle, that'd be hitting you over the head with a giant neon sign saying "You were nerfed".
Oh gawd, this thread is so hilarious. xD
To sum up this one man argument thread:
It must be a great feeling, knowing that every single person on the face of the earth is wrong, except you. Even simple mathematics is wrong. Astounding!
There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.
What fascinates me is that the claim is that this would be a subtle nerf, when in reality if it was nerfed like he was claiming it was people would be hitting ~33% less than they were before (under base conditions, no toHit buffs/debuffs).
That's not subtle, that'd be hitting you over the head with a giant neon sign saying "You were nerfed". |
But reducing our to hit from 100% to 75%? For one thing, that would make performance prior to level 22 much, much easier. We would have a 100% chance to hit. Add the bonus they GAVE us to to hit prior to level 20, to cut down on the number of times lowbies missed, and that would be even HIGHER. Never mind not needing to slot Accuracy any more, you wouldn't need to slot accuracy EVER, not even prior to level 20. So we would go from essentially never missing at all (5% of the time) to missing at the rate we are now.
Even worse would be if the devs actually lowered to hit by 25% like he said from the current base of 75%. That's effectively the 50% chance to hit that we players currently have in PvP. That's certainly very noticable. Your chance to hit would not be 3/4 what it is right now, it would be 2/3. For a base attack against a target with no Defense you would be missing twice as often. That would NOT be a stealth nerf.
This reminds me of something my old boss said...
"Never try and teach a pig to ice skate. you only do two things. Waste your time and annoy the pig... "
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
This thread has been the optimal blend of education and entertainment. 5 stars.
@Demobot
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