Accuracy & ToHit Part II


 

Posted

Saw this title and hoped it would address this question, but didn't want to threadjack the other member's thread.

We have a number of powers (temp and vet) that are unenhanceable / unbuffable. Does this only apply to insps and things like Aim or Buildup, or is it across the board?

I am thinking things like IO set bonuses (for +ACC or +DAM), globals like the Kismet +6% ToHit, things like that. Do they affect the temp/vet powers at all or are they truly unenhanceable in any way?

Reason I am asking, couple of my chars (MM's, melee coners, etc) would like to get some decent usage out of these powers (partic. vet Sands of Mu) and I am wondering if there is any way to make them more effective.

Yes, I know, they probably aren't efficient compared to slotted powers, but hey if I am lined up to hit 4 guys with Shadowmaul why not toss a Sands of Mu on them for dessert?


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Posted

Quote:
Originally Posted by Bittovan_Odduck View Post
I am thinking things like IO set bonuses (for +ACC or +DAM), globals like the Kismet +6% ToHit, things like that. Do they affect the temp/vet powers at all or are they truly unenhanceable in any way?
Temp powers and veteran rewards benefit from global +Acc and +ToHit. +Recharge as well. Same is true of accolade powers.


 

Posted

Quote:
Originally Posted by Luminara View Post
Temp powers and veteran rewards benefit from global +Acc and +ToHit. +Recharge as well. Same is true of accolade powers.
Not all of them benefit from +Recharge, but otherwise correct.


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Posted

Quote:
Originally Posted by Bittovan_Odduck View Post
Yes, I know, they probably aren't efficient compared to slotted powers, but hey if I am lined up to hit 4 guys with Shadowmaul why not toss a Sands of Mu on them for dessert?
On some ATs they can actually be the best attacks you have once you get decent global accuracy and / or to-hit bonuses. MMs and some Controllers, for instance, really don't have much in the way of firepower (MM pets hit hard, but the personal attacks? Not so much...) so veteran attacks and temp powers (which both ignore AT modifiers) can actually be their hardest hitting attacks.


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Posted

Quote:
Originally Posted by StrykerX View Post
On some ATs they can actually be the best attacks you have once you get decent global accuracy and / or to-hit bonuses.
To add to this list: Anyone during the rage crash of super strength characters. Being immune to damage buffs also prevents damage debuffs from having an effect. You can practically fill your 10 seconds of rage crash with Sands of Mu and a veteran staff attack that each do full damage and benefit from Rage's tohit bonus during that time.


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Posted

Yes actually, my rage-crashing brute is one of the ones I want to use them on. And, as suggested, my Bots MM who doesn't find his own attacks worth taking but occasionally wants to pull or nab a runner.

So, if the globals work, which is good, how about insps? Do they add anything to those vet/temp powers?


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Posted

Quote:
Originally Posted by Bittovan_Odduck View Post
Yes actually, my rage-crashing brute is one of the ones I want to use them on. And, as suggested, my Bots MM who doesn't find his own attacks worth taking but occasionally wants to pull or nab a runner.

So, if the globals work, which is good, how about insps? Do they add anything to those vet/temp powers?
Insps basically work the same as global accuracy and damage; the accuracy will improve vet abilities, the damage won't but both will benefit temp powers(high fury equals yum yum yum damage lol)


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Insps basically work the same as global accuracy and damage; the accuracy will improve vet abilities, the damage won't but both will benefit temp powers(high fury equals yum yum yum damage lol)
Actually the insp increases Tohit not accuracy, but yes thats how they work.


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