Comparison of defence and to hit and stuffs


hemmingway3

 

Posted

After chatting with a friend recently, I decided that I wanted to see how defence worked (sort of) in pvp, specifically, if attacks would 'choose' a typed def value over a positional value.

I had heard from somewhere, that when faced with a target with say..30% ranged defence, and 15% fire defence, an attack fulfilling both, would always go for the lowest value. This could naturally make a huge difference in defence builds, especially for pvp.

So I set out to test it. To do that, I had a friends blaster, with only basic IOs (so no huge +acc values) attack 2 of my scrappers with Ice Bolt (slotted to 1.12 accuracy).

Also Grrr at it squashing the columns of data so close together..makes it annoying to read. No doubt theres a way around that. I only noticed it after I posted, sorry.

The first scrapper..a regen with ZERO defence to everything. Not even tiny bonus values. The results are..



Ranged def Typed def

0.00% 0.00%
58% to hit 58 to hit

29 29 def
25 25 to hit

45 45 def
6 6 to hit

The extra defence in the bottom two examples was achieved by using small lucks. I am not sure what the base to hit value is meant to be in pvp, but my friend had a To Hit of 75, a 1.12 acc attack, and only reached a max of 58 to hit chance.

In addition, giving that defence basically translates to a hit debuff of corresponding value of the attacker (at least, that is how I understood it to work) the values in the bottom two tests both add to around 50% to hit chance. That is...50% to hit - 45% def equals a 6% to hit chance.

I have no idea if that is right..and very likely I pulled something out of thin air, but it looks to me that my friend was starting at a less than 55% to hit on the lower tests, compared to the 58% value she got when there was no defence at all.

The second test, was using my shield scrapper. The typed def is my smashing and cold.



Ranged def Typed def

17.3 10 and 8 def (no toggles on)
38 38 to hit

29 10 and 8 def (ranged toggle on)
21 21 to hit

33 16 and 12 def (ranged + weave + cj on)
17 17 to hit

Again, values seem to add to around 50%. It also shows that attacks are checking on the highest defence value, covered by said attack, not the lowest. Also, there is a strange anomaly in the 2nd test. Both tests have instances where the defence was around 29%. However, the corresponding to hit chance on the shield toon was a full 4$ lower than for the exact same value, on the regen.
Is the above an example of elustivity at work? Wondering that, I turned on my second toggle, which provides another 10 or 20% elustivity. Testing again, it gave the exact same to hit value. Therefore..assuming that that 4% drop was in fact from Elus, it would seem that having two or more toggles providing elustivity does not provide addition benefit.
In other words..the elustivity doesn’t stack on itself...or maybe it only helps versus attacks of the type that toggle is defending against. That would make sense giving that my 2nd toggle, melee def, has no value vs an ice blast at range.

No idea if that is the case, and maybe all my workings are not accurate..but I found it to be interesting


 

Posted

A players base to-hit value versus players is lowered to 50% in PvP. This is because defense is "balanced" (or unbalanced if you prefer to view it that way) around an attackers to-hit being 50%.


 

Posted

Quote:
Originally Posted by MisterD View Post

I had heard from somewhere, that when faced with a target with say..30% ranged defence, and 15% fire defence, an attack fulfilling both, would always go for the lowest value.
Huge error you heard thew complete opposite of what is true. If you have ranged and fire def say just like you said and an attack has both components it uses the higher of the two not lower. The confusion that I think you have is in the fire blast set fireball has a fire and smash component but only uses the fire one for def for some odd reason. This is the exception to the rule, not the rule.


 

Posted

Quote:
Originally Posted by MisterD View Post
. It also shows that attacks are checking on the highest defence value, covered by said attack, not the lowest.
That's cause this is how it actually works.