Accuracy, To Hit, and a cap?


Aett_Thorn

 

Posted

Ok I'm very happy to admit I don't really understand the difference between how to Hit and Acc work, it's something that's a bit confusing and I've not taken time to really get into the nuts and bolts of it.

However playing wtih Mids the other day I noticed that I'd got a massive To Hit percentage (over 110%) and about +35% Acc - and I noticed there's a mouseover popup explaining those two numbers are combined - that gives quite a big number (3850 or thereabouts)

That said, it's big in comparison to what? I don't know how it works so it's mostly meaningless to me. But, it could be relatively normal, a bit low or it could be over a cap for to hit bonuses.

If I understand things properly, there's always a 5% chance to not hit something (is that the same as missing it?) but your chance to hit something can be debuffed so even if you're guaranteed to hit something 317% of the time, you can be debuffed so as not to hit it more than the normal 1:20 chance to miss.

I imagine a high to hit would be good against CoT and dark-based powers - but how much attention should I reasonably pay to this? Is there a max chance to hit above which I am simply wasting time or can I increase it to such a level the only mitigation is the 1:20 chance to fail (am I right in thinking that 5% chance is pre-determined?)

Thanks for clearing up some confusion for me



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

obligitory link. this should explain everything you need to know. http://boards.cityofheroes.com/showthread.php?t=121258


Mighty Lornac lvl 50 Fire/fire/Flame Blaster
jarlxaz Lvl 50 Claws/regen Scrapper
Beware the Bowtie lvl 50 Dual blades/willpower brute
Static Guardian lvl 50 FF/Elec Defender
and a few others

 

Posted

Basically, Final ToHit is derived from the following formula:

Final ToHit = [[Base ToHit + ToHit Buffs - ToHit Debuffs - Target Defense]*(Accuracy + Accuracy Buffs - Accuracy Debuffs)]

Where the brackets [] represent places where the minimums and maximums are enforced.

Basically, there are two checks for minimum (5% chance to hit) and maximum (5% chance to miss). As such, the ToHit section of that floors at 5% and caps at 95%. Then once you apply the accuracy modifiers, there's another floor at 5% and cap at 95%.


So yes, you can easily reach the point where the only limit on you hitting an enemy is the 95% Final ToHit cap. Against an even-conning mob, with no defense and no ToHit debuffs, this can be done with a single Acc SO for most powers.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Thankyou.

*sweeps brain up from floor where it's melted and sails away on shiny chrome plated rainbowponies*



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Basically, Final ToHit is derived from the following formula:

Final ToHit = [[Base ToHit + ToHit Buffs - ToHit Debuffs - Target Defense]*(Accuracy + Accuracy Buffs - Accuracy Debuffs)]

Where the brackets [] represent places where the minimums and maximums are enforced.

Basically, there are two checks for minimum (5% chance to hit) and maximum (5% chance to miss). As such, the ToHit section of that floors at 5% and caps at 95%. Then once you apply the accuracy modifiers, there's another floor at 5% and cap at 95%.


So yes, you can easily reach the point where the only limit on you hitting an enemy is the 95% Final ToHit cap. Against an even-conning mob, with no defense and no ToHit debuffs, this can be done with a single Acc SO for most powers.

Excellent that helps but also prompts a further question then... if I like to challenge AVs and tougher mobs, do I need to aim for an area of to hit or should I just make it as high as can be?



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

If you are challenging an even-level AV, with no Defense nor ToHit Debuffs, then you'd need the same level of Accuracy + ToHit as you would for an even-level minion in order to cap your final ToHit chances. If you're fighting a +4 level AV, you're going to need more.

You Base ToHit against enemies of various levels:

-1: 80%
+0: 75%
+1: 65%
+2: 56%
+3: 48%
+4: 39%


As such, to hit a level 54 AV, with no Defense nor ToHit debuffs, you want to get that final ToHit to 95%. To do so, you will need to raise either your ToHit values or Accuracy.

Let's take a look at some common slotting (if you're going to be fighting a level 54 AV solo, I'd assume some IO slotting, if not necessarily some sets bonuses). So, let's take a power that has 66% Accuracy slotting.

Final ToHit = [[Base ToHit (39%)+0-0-0]*(1.66)] = 64.74% Final ToHit

So, we're roughly 30% away from where we want to be. How do we get there?


Final ToHit = [[Base ToHit (39% + 20 - 0 - 0]*(1.66)] = 97.94% Final ToHit


So you need around 20% (it's actually between 18 and 19%) in order to hit that level 54 AV with that kind of slotting. Any more +ToHit would be "wasted" against this AV. But might be useful if you're fighting a level 54 minion who has some Defense, or a Lieut with some -ToHit debuffs.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Excellent that helps a lot. Thanks



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

A suggestion for building in Mids:

Go to Options -> Configuration -> Exemping & Base Values and change your base ToHit to 48.

Then, whenever you mouse over a power that rolls a hit check, at the bottom-left hand side in the Info block, where it says Accuracy: X%, it will base your %chance to hit around fighting +3s instead of +0s. All you have to do once you're at this point if you want to hit 95% of the time is aim to make sure each of your powers in Mids is >= 95% on that Accuracy line.

The reason I suggest building around 48% base ToHit is that, with the Alpha Slot level shift, it becomes very rare to actually fight +4s, since before 50 you probably weren't doing that consistently anyway, and it doesn't take long at all to get to t3 Alpha once you hit 50.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.