For the number crunchers
The cap is 95% chance, and that's what pretty much everyone aims for (I've never seen anyone trying to get a 75% chance to hit with a power).
Assuming a power with standard (1.00) accuracy, these are the % accuracy enhancement required (buffs/debuffs will impact these).
+1 : 65% : +47% accuracy enhancement
+2 : 56% : +70% accuracy enhancement
+3 : 48% : +98% accuracy enhancement
+4 : 39% : +144% accuracy enhancement
The formula I used was:
( (desiredChance%) / (baseToHitVsLevel) ) - 1.00 = (percentageAccuracyNeeded)
.95 / .39 = 2.44 (rounded up to the next hundredth) 2.44 - 1.00 = 1.44 accuracy enhancement
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Awesome. Thank you very much kitsune. I wasnt sure if getting back up to 95% was near impossible with a +4 or not so I decided to ask for something more reasonable.
You presumably want a 95% hit chance, not 75%. Assuming no other modifiers to defense, tohit, or accuracy, you'd need
95/65 = 1.462 = 46.2% accuracy for capped hit chance against +1s
95/56 = 1.696 = 69.9% against +2s
95/48 = 1.979 = 97.9% against +3s
95/39 = 2.436 = 143.6% against +4s
However, with some powers having base accuracy other than 1.00, and accounting for various tohit and defense buffs/debuffs, there's really no simpler way than just running the calculation every time. Fortunately, Mids does exactly that. Just go to Options - Configuration - Exemping & Base Values - Base ToHit, and replace 75 with the relevant value for whatever level enemies you prefer to plan for (I usually plan for +3s, since you basically never face worse than that once you have an alpha shift). Then the displayed Accuracy value on each power will be your actual hit chance against an enemy of the appropriate level, given the slotting and set bonuses and buffs and etc in your build.
Thanks hopeling. That also helps a ton. I did not know I could do that on Mids.
Recently I made a spreadsheet to figure out the accuracy needed. I just uploaded it to Google Docs. It's not pretty, though
Accuracy Spreadsheet
It shows the accuracy needed to reach 95% against enemy levels from -4 to +7, and from 75% base ToHit up to 120% base ToHit. Bolded lines at 75% (basic ToHit) and 81% (Karma +Acc IO).
If anyone notices any mistakes with it, let me know.
Global @StarGeek
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Accuracy needed for 95% ToHit spreadsheet
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Awesome Stargeek. Already printing out your work for future reference.
Thanks again to everyone. Becoming a bit of a min/maxer lately and this info will make my builds even better.
I just go with a rule of thumb developed from play, and shoot for 170%+ or better, so I can be reasonably sure of hitting up to +4 Bosses, even if slightly DeBuffed.
To-hit buffs go a long way for higher conning foes and can save you from having to slot a lot of accuracy.
81, as mentioned above, represents a Kismet IO.
88 is kismet + the lowest base value of Tactics (7%)
91 is kismet + base for support classes (defs are higher, khelds a bit lower)
(All #s are from the above linked Google Doc)
+1 +2 +3 +4 75 46% 70% 98% 144% 81 34% 53% 76% 111% 88 22% 38% 56% 83% 91 17% 32% 48% 73%
Further, Focused Accuracy is worth a look if it's available to your AT. Yes, it tends to cost much endurance and doesn't offer a LOT of To-Hit, but does provide some accuracy (20%) and, most importantly, to-hit debuff resistance. A Tank basically gets AV level resistance (86.5%).
Global = Hedgefund (or some derivation thereof)
Further, Focused Accuracy is worth a look if it's available to your AT. Yes, it tends to cost much endurance and doesn't offer a LOT of To-Hit, but does provide some accuracy (20%) and, most importantly, to-hit debuff resistance. A Tank basically gets AV level resistance (86.5%).
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Adding my voice to those above. Tohit debuff resistance is SO worth it if you can fit it into your build. I find that it isn't as tough to do (end wise) as you might think, either, though granted, it isn't effortless, by any stretch.
So how many SOs would that take?
These percentages and everything are a little confusing.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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In the enhancement management screen, hover your mouse over a power and it shows what the current enhancement percentages are at. Each accuracy SO provides ~+33% enhancement (the second one is a bit less, and the third one is a good bit less than that... 4th and beyond are useless).
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I don't have access to IOs so getting accuracy benefits is harder, especially since my powers and slots are tight in most builds.
Global @StarGeek
ParagonWiki.com-The original is still the best!
My Hero Merit rolls
Accuracy needed for 95% ToHit spreadsheet
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I dont know if its my massive headache at the moment but I cant seem to figure out the Accuracy needed to effectively hit enemies that are +1, +2, +3, and +4. I do see that base to hit is 65%, 56%, 48%, and 39% for those levels. So by my understanding it would take massive to hit to balance those numbers out, and by assumption even more accuracy. I guess my most basic answer is how much accuracy does an attack need to get those numbers back up to base 75% chance. If you can please give me the numbers for base 80 and 90% too that would be great.
Thanks in advance and please no redirect to attack mechanics on the wiki. looked it over a bunch before posting this.