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Quote:Your final chance to hit is clamped between 0.05 and 0.95, and the sum of (your base tohit + your tohit buffs - your tohit debuffs - target's defense) is also clamped between 0.05 and 0.95. That sum is multiplied by your accuracy to get final hit chance, which is why it gets clamped a second time.More than 45 Defense doesn't help you, because enemies can't possibly have a harder time hitting you. But, again, I can't remember if this is because Chance to hit is floored at .05 or because ToHit is floored at .05 (or both?).
That's true for up to enemies +5 levels above you. Enemies that are +5 and higher have a static +0.5 acc. Enemies that are +6 and higher also get +tohit in addition to the +acc. +6s to +9s get +0.05 tohit per level. +10s get +0.2 tohit above and beyond the +9s (and I believe it continues increasing at that rate each level).Quote:when you're fighting higher-up (or lower-up) enemies, the enemy's Accuracy against you changes. I'm pretty sure this is .10 per level difference.
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And I know there's some point where there's a big enough level gap that the attacker starts gaining (or losing?) ToHit instead of Accuracy. But I also don't know where THAT is. -
Quote:This statement is misleading and not necessarily true.Remember even if an attack does 90% energy and 10% smashing, your defense against Smashing will apply.
Each attack has zero or more attack vectors which correspond to Defense types, and one or more damage ticks which correspond to Resistance types.
The attack vectors are:- Smashing_Attack
- Lethal_Attack
- Energy_Attack
- Negative_Attack
- Fire_Attack
- Cold_Attack
- Psionic_Attack
- Melee_Attack
- Ranged_Attack
- AOE_Attack
- Smashing
- Lethal
- Energy
- Negative
- Fire
- Cold
- Psionic
- Toxic
Attack types and damage types can come in any combination, and just because they are named similarly doesn't mean an attack with one (eg, Smashing_Attack) must have another (eg, Smashing damage). When the game checks to see if an attack hits you, it compares all of the attack vectors of the attack to your Defense values. Your highest applicable Defense value is used in the hit calculation. If the attack hits, all of the damage ticks hit you. Even if you have Smashing Defense and Melee Defense, a melee attack with Smashing and Lethal ticks of damage will deal both ticks of damage, whether it gets through the Smashing Defense or it gets through the Melee Defense.
An example of why Sardan's statement is wrong is Fire Ball. Assuming you have Smashing Defense as Sardan's example supposes. Fire Ball has 2 ticks of damage that are guaranteed to hurt you when you get hit (22% Smashing, 78% Fire), and 1 DoT that has an 80% chance to hurt you when you get hit (100% Fire). However, even if you have 200% Smashing Defense, it doesn't matter. Fire Ball has attack vectors AOE_Attack and Fire_Attack; the game will never look at your huge Smashing Defense when a Fire Ball is launched at you, only at your AOE Defense and your Fire Defense.
No. The only difference is that the Tanker might get powers in their pri/sec which grant them defense, so they don't have to build up as much from IO sets or power pools.Quote:I assume that softcapped defense or accuracy might be difference for a controller than say, a tank.
It is generally sufficient to accumulate either the softcap in smashing/lethal/energy/negative/fire/cold/psionic Defense, or in melee/ranged/aoe Defense. There are a handful of powers which do not have attack vectors for one of those two groupings or the other, but those powers are few and far between. The vast majority will have at least one vector from the first set and at least one vector from the second set.Quote:I should be aiming for my IO set bonuses to add up to the 45% for smashing, leathal, fire, etc etc?
They add directly to the defense value of your shields.Quote:And how do the the IO set bonus interplay with any sheilding powers that that particular character might have?
The paragonwiki article doesn't address it because people don't generally talk about the term soft cap with regard to accuracy. This is mostly due to the fact that you hit chance is a combination of the power's inherent accuracy, the power's accuracy slotting, any global accuracy buffs, your level (levels 1-19 have higher base tohit), the target's level relative to you, any global tohit buffs/debuffs, and any global defense buff/debuffs your target has. In PvP, Elusivity makes it even more complicated, and in all cases, the streak breaker throws off the prefect mathematical averages. -
The login message will count for every respec you haven't used. If you're 44+ and you've done 3 respec trials, and you've completed your patron arc and you have a freespec, the login message will say that you have 5 respecs available.
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Yup. Being able to hold on to 10 dropped enhancements may be an arbitrary number, but being able to keep enhancements at all after a respec was a very specifically made design decision.
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All you wanted to know, all you didn't know you didn't know, and then some
(PS: If you don't understand ToHit, you only think you understand Accuracy) -
Quote:Reiterating stuff I've posted before...Not co-op... My villains would much rather join forces with Darrin Wade to bring the Ravenger into our realm!
1. The Shard currently consists of:- Firebase Zulu
- Cascade Archipelago (contains Ruladak the Strong)
- The Chantry (contains Faathim the Kind)
- The Storm Palace (contains Lanaru the Mad)
2. We know that there are 7 aspects of Rularuu:- Ruladak the Strong
- Faathim the Kind
- Lanaru the Mad
- Chularn the Slave Lord
- Kuularth the Scavenger
- Aloore the Watcher
- Uuralur the Mirror
3. Villains have no access to the Shard
Solution:
Give villains a set of zones to correspond with the hero Shard zones:- Firebase [some NATO phonetic alphabet letter]
- Factory Cubes (contains Chularn the Slave Lord)
- The Repository (contains Kuularth the Scavenger)
- The Garden of Memories (contains Uuralur the Mirror)
Additionally, create a zone which can be used by both heroes and villains (either co-op or PvE competitave):- The Palace (contains Aloore the Watcher)
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Quote:Some of their powersets can do things at range (Claws and Spines, for example), and they can get ranged powers in their EPP at 41+ (Gaussian is 45+). Additionally, Vanguard aren't so bad in melee that a melee character can't handle them one-on-one or usually even two-on-one. Careful pulling or a teammate with AoE immob/stun/hold can keep you standing.So that pretty much locks out Scrappers, Tankers, and Brutes then? Not a whole lot those three ATs can do outside melee range.
Yes, Vanguard Sword are more difficult for melee characters to defeat. But when they can doze their way through just about every other enemy in the game, I don't see that as a bad thing, especially since the non-melees generally have little trouble with Vanguard Sword. -
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What others said. Vanguard Sword are only painful when they're in melee. Keep them at range, and they're cheesepuffs.
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http://boards.cityofheroes.com/showthread.php?t=187293
You can also remove the underscores, if you like. -
The GMs only find an infringing name if someone bothers to report it. They don't have the manpower to send GMs wandering around every zone and every mission of all 15 servers. They rely on us sending petitions.
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That... or they didn't want us to be flooded with "Buy Inf at XXXXXXX.com today!!1!!!!!" arcs. Probably a combination of both.
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In retrospect, I suppose I should mention that STF team had 3 Sonic Resonance characters on it, too

We didn't even tank Recluse. We just dropped Sonic Cage on him while we took out the towers. -
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Quote:I wouldn't be surprised if the guy that got the rights to the movie had no intentions of making a movie at all.IIRC, the guy buying the rights was of the attitude "throw special effects, superheroes, and aliens on the screen, and who'd care about STORY?" Honestly, though... I agree. I can't see the merit in a live-action movie centering on the Rikti war, as the original press releases indicated.
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Note that [Surveillance] (Bane Spider Soldiers, Munitions Mastery Blasters) does the same thing as the Power Analyzers, as well as apply a debuff. (And it doesn't have a limited number of uses)
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