Is 139% accuracy good?
I'm trying to balance a build's (say build A) set bonuses, but because of heavy use of the Kinetic Combat sets for the S/L defense, that left me relatively low on accuracy, with my main attacks ending up at 139% (most accurate power ends up being ~150%, lowest is 129%). Will there be anything in particular that will give trouble with this level of accuracy? On the plus side, I get ~33% in all Type defense
A different build (B) plan has my powers at +7-10% accuracy, and Type defense ends up with ~36% S/L+E/N, but only 24% F/C (and 26-29% Positional def) For other stats, they are exactly the same in recharge bonus, and similar end usage/recovery and health/regen bonuses. A has better status bonuses. B is a much better exemping build. Which would be the better route to take? |
BrandX Future Staff Fighter
The BrandX Collection
139% accuracy is excellent... if you're fighting enemies your own level. 95% accuracy is all you need in that case. But against higher-level enemies, that 139% turns into a different number. To find out what your chance to hit will be against higher-level enemies, go to Options -> Configuration -> Exemping and Base Values -> Base Tohit, and change the 75 to 65 (+1), 56 (+2), 48 (+3), or 39 (+4).
One thing to keep in mind, is that base tohit is 75% (which is what Mids shows) then it multiplies it by your acc bonuses to give you your total acc..
Honesty, I'd try to fit in Tactics or Focused Accuracy into your build, as those boost 'tohit' which helps you a lot more then accuracy does.
I'm in the same boat as you, Kinetic Combats and all. 39% accuracy enhancment is fine for +0 and +1, but if you're spending all that money on Kinetic Combats for defense set bonuses, you're not gonna be happy fighting just +0s and +1s. Furthermore, anything with ToHit debuffs or Defense buffs is gonna give you fits.
My current plan to deal with this is to slot the Kismet unique and put some extra slots in my defense powers so I can get that 9% accuracy bonus from the 4th slot of Luck of the Gambler.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
+4s will give you a base tohit of 38% in order to get to 95% (without an +tohit) you will need 2.5 acc that is generally what i try and shoot for.
In mids you can go in and set the option to display you base tohit as 38 at all times:
1. options
2. configuration
3. exemping and base values
4. Base values
5. Base ToHit (by default this is 75) set this to any number want but 38 is the base tohit on +4s.
I like to mess around with these settings to see just how amazing +tohit is compared to extra acc.
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@Caucasiafro
So if I set base tohit to 38, what % should I be shooting for on the main screen? I see I dropped down to 75% for the Kinetic Combat powers...
Did you just use 4 Kinetic Combats (no proc) and still put in two other slots dedicated to enhancing the effects (ACC/END/RCH/DMG)?
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One thing to keep in mind, is that base tohit is 75% (which is what Mids shows) then it multiplies it by your acc bonuses to give you your total acc..
Honesty, I'd try to fit in Tactics or Focused Accuracy into your build, as those boost 'tohit' which helps you a lot more then accuracy does. |
I'm in the same boat as you, Kinetic Combats and all. 39% accuracy enhancment is fine for +0 and +1, but if you're spending all that money on Kinetic Combats for defense set bonuses, you're not gonna be happy fighting just +0s and +1s. Furthermore, anything with ToHit debuffs or Defense buffs is gonna give you fits.
My current plan to deal with this is to slot the Kismet unique and put some extra slots in my defense powers so I can get that 9% accuracy bonus from the 4th slot of Luck of the Gambler. |
So if I set base tohit to 38, what % should I be shooting for on the main screen? I see I dropped down to 75% for the Kinetic Combat powers...
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*I know ultrawatt said 38%, but paragonwiki says 39% is the base tohit against +4s.
Here's a link to an article in Paragon Wiki about To Hit and Accuracy.
http://paragonwiki.com/wiki/Attack_Mechanics
Note that adding a Kismet +6% is almost like moving from +4's (39%) to +3's (48%), an overall +9% to hit increase. So the advice to add a Kismet (or other +to hit like Focused Accuracy or Tactics) to help boost your Last or Final Hit Chance to 95% or better is excellent advice if you intend to fight things like +4's. Just depends on what sets you are using and how much global accuracy you can fit in. In general you'll probably find that a mix of slots devoted to gaining +accuracy set bonuses and adding the Kismet+6% or powers to add +to hit will be most efficient overall to staying at 95%+ in Mids.
I failed to find the answer to this related question.
When you get your +1 Alpha enhncement for your Alpha slot, does that make the relative difference 1 level less for To-Hit calculations.
example: as a 50+1 do I use the value 48 as my base to hit versus +4 mobs.
Jak
I'm trying to balance a build's (say build A) set bonuses, but because of heavy use of the Kinetic Combat sets for the S/L defense, that left me relatively low on accuracy, with my main attacks ending up at 139% (most accurate power ends up being ~150%, lowest is 129%). Will there be anything in particular that will give trouble with this level of accuracy? On the plus side, I get ~33% in all Type defense
A different build (B) plan has my powers at +7-10% accuracy, and Type defense ends up with ~36% S/L+E/N, but only 24% F/C (and 26-29% Positional def)
For other stats, they are exactly the same in recharge bonus, and similar end usage/recovery and health/regen bonuses. A has better status bonuses. B is a much better exemping build. Which would be the better route to take?