What Powers Accept ACC but Don't Need It?
I don't think there is a solid list, although City of Data has the information:
http://tomax.cohtitan.com/
Powers I know of that meet that criteria:
Flash Arrow (only needs it in PvP)
Smoke Grenade (-perception is auto-hit, the - to hit is not)
Poison Gas Trap (doesn't accept normal accuracy enhancements but does benefit from set IO accuracy enhancements for the initial hold)
FYI: Acid Arrow is not auto-hit at all.
Taunt?
Correct me if I'm wrong, but I think Taunt needs Acc in PvP.
Throwing darts at the board to see if something sticks.....
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Originally Posted by PapaSlade
Rangle's right....this is fun.
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Correct me if I'm wrong, but I think Taunt needs Acc in PvP.
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In PvE it's autohit.
BrandX Future Staff Fighter
The BrandX Collection
The two taunts found in the Presence Pool always require a hit roll, even in PVE.
@Roderick
More specifically, Taunt for Brutes and Tankers, Confront (and its renamed variations) for Scrappers, and the Taunt in Dwarf form for Kheldians are all auto-hit in PVE, but require a hit roll in PVP.
The two taunts found in the Presence Pool always require a hit roll, even in PVE. |
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
More specifically, Taunt for Brutes and Tankers, Confront (and its renamed variations) for Scrappers, and the Taunt in Dwarf form for Kheldians are all auto-hit in PVE, but require a hit roll in PVP.
The two taunts found in the Presence Pool always require a hit roll, even in PVE. |
My Black Dwarf taunt power always seems to miss at least ONE target in PVE.
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Tanker Taunt, Brute Taunt and Scrapper Confront are all autohit in PvE but require a tohit roll in PvP. Considering the PvP vs PvE population I'd just as soon that they removed the ability to slot accuracy in those powers altogether; the fact that you CAN slot accuracy leads many to think that they NEED to when they're actually wasting a slot.
Another oddball power is the Stone Armor aura Mud Pots; the taunt component is autohit but the damage component has a tohit roll. I believe there are several other similar powers.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Tornado may qualify. If I'm understanding the CoD entry for it correctly, there are no aspects of the power that require a tohit check. It doesn't take straight accuracy enhancements, but most of the sets it takes include accuracy, and it even takes Accurate Defense Debuff sets.
@Roderick
Fulcrum shift... I think lol
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@spyder-
Spyder's Flame: Fire/Therm Corr- Main
Countless Alts
Really? I thought it was a clone of the Tank/Brute version (I don't play Khelds, so no personal experience there). Does that mean that they don't get the -range in their taunt either?
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Here's the numbers for Dwarf Antagonize and Presence Pool Provoke:
Dwarf
Acc - 112.5%
MAG - 4
Duration - 35 seconds
-Range - 75%
Provoke
Acc - 75%
MAG - 4
Duration - 14 seconds
No -Range
I would still lean towards slotting an accuracy into Antagonize since you're likely to be facing a fair number of +2 or higher and you'll want it to hit.
Er, no. Fulcrum most assuredly has a tohit check; it has the standard 75% tohit base. This is one of those no brainer powers for slotting as your only real option is to toss 1-2 accuracy and up to 3 recharge into it. It doesn't take any IO sets so use common IO's or SO's for it.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Hmm, checking with Mid's it looks like at some point the accuracy of Dwarf Antagonize was raised and it also claims a -range now.
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Ignite: The power accepts accuracy enhancements, but the pet it summons does not. Ignite itself is autohit, as a summon, so slotting accuracy does nothing for either aspect.
The pet summoned by Burn is the same, but accuracy does affect Burn's initial hit as that is dealt by the power itself.
Ignite: The power accepts accuracy enhancements, but the pet it summons does not. Ignite itself is autohit, as a summon, so slotting accuracy does nothing for either aspect.
The pet summoned by Burn is the same, but accuracy does affect Burn's initial hit as that is dealt by the power itself. |
Pets_FlameThrower, which Ignite creates, and which you linked to, is not autohit and I did not intend to imply it was. It also accepts only damage enhancements.
Slotting accuracy enhancements in Ignite therefore has no effect the power Ignite, in itself, nor is that accuracy inherited by the entity it creates. This runs counter to the general expectation that summoned entities inherit the slotting of their parent powers.* Which was my point.
Burn, the power, has non-pet-related effects that do benefit from accuracy. Pets_Burn, which it summons, and which you also linked to, similarly does not accept accuracy enhancements and will not inherit their effects from Burn, the power.
* As far as I know it is still the case that Acc/whatever damage set IOs and acc/dam HOs will both skirt this limitation, as they are considered "damage" enhancement types regardless of what they actually enhance.
The -range in Antagonize was added at the same time it was added for Taunt and Confront, in I13. As far as I am aware it has always had the 1.5 accuracy modifier, but I can say with certainty it predates I13.
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I'll admit that I haven't played either in situations where Dwarf taunt was really critical in a long time; the PB was pretty much retired when issue 9 hit and the WS has been a "play a day or two, leave a month (year) or two" most of the rest of that time.
Apparently I'm largely basing my thoughts on Antagonize from the state of the power in the issue 4-8 era without realizing it.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Doesn't Taunt still require a to-hit check against AVs? Or am I mis-remembering?
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[size=1]Arc ID: 3155 - Project Prometheus (Seeking Feedback, now with less invalidation)[/size]
Doesn't Taunt still require a to-hit check against AVs? Or am I mis-remembering?
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It's another reason why Taunt is such a useful tool in tanking; for most things you can rely on your aura to do the heavy lifting but if you're facing an AV, especially a +level AV, you can't count on the aura holding the aggro.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Flash Arrow and Glue Arrow are two that you don't need acc at all in pve but you need in pvp.
I think you are more interested in powers that can take acc but it is unnecessary to slot for acc because it hits so often?
Besides the auto-hit powers in pve, Ignite could be one of them but I would still put one acc if I am fighting +2 level.
Ignite, Rain of Fire, Freezing Rain may not need much +acc.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
And I think the initial part is auto-hit? I have never, ever, ever seen that portion miss, but the part that jumps around from mob to mob might.
Hi All,
I haven't been able to find an answer to this question anywhere.
There are some powers that accept ACC enhancements, but a to-Hit check is only performed in PvP.
I'm looking for a list (or some way to tell so I can compile my own) of powers that accept ACC enhancements but do not need them for PvE.
Note: I'd also like to include a subsection of powers that have partial use for ACC enhancements (like Acid Arrow, which I believe the debuff is auto-hit and the negligible damage requires a to-hit check in PvE)
Thanks in advance!
--- My Mains ---
Nrg/Nrg Blaster - 50
Fire/Axe Tanker - 41
Claws/Invul Scrapper - 50
Earth/Emp Controller - 50
TA/A Defender - 50
Peacebringer - 50
Warshade - 50
Fire/Dark Corrupter - 50
Nrg/Nrg Brute - 50
Blade/Regen Stalker - 50
Ice/Ice Dominator - 50
Thug/Poison Mastermind - 50