PDA

View Full Version : Accuracy and Defense the Simple Explination


Havok_NA
07-27-2004, 04:59 AM
Been getting a request to repost this since the original seems to have disappeared from the boards.

My explination may not be as eliquent as before but hopefully it'll be as simple ;)

First off there is no cap to Defense! :o
I want you to put that fact in the back of your head and we'll touch upon it again shortly.

Your base ACC's for baddies are:

Minion - 50%
Lts - 65% (some appear to get an ACC bonus from powers)
Bosses - 85% (some appear to get an ACC bonus from powers)

Ok there's our base line.

A foe has a chance to hit you equal to his Accuracy minus your defense with a floor of 5%.

Again there is a 5% to hit Floor! That is why there is not a 95% cap on DEF. People look at it the wrong way. There is a floor on what the minimum chance to hit you is.

So ACC - DEF = %To Hit

Now lets look at it this way. Lets say I have Weave and it gives me a 15% DEF unenhanced and I'm fighting a minion:

50% - 15% = 35% To Hit

Simple enough!

Now you'll encounter badguys with over 100% chance to hit you so if you have a 110% DEF all normal even level foes will have a 5% chance to hit you but that AV who has a 165% chance to hit would still hit you 45% of the time!

165% - 110% = 45% To Hit

Again not very complicated. ACC/DEF buffs and debuffs get taken into account before they enter into this equation. So if you get a +15% DEF buff from your friends leadership line then your 15% weave combines to give you a 30% total DEF (making an even con minion drop to a 20% chance to hit).

Hopefully that'll help some folks out there.

somnambulist
07-27-2004, 11:00 AM
Thank you very much!

Havok_NA
07-27-2004, 11:39 AM
NP Arctic_hare alwasy glad to help a fellow gamer out ;)

_Zemm_
07-27-2004, 01:28 PM
Very helpful, thanks ThornKiller!

I have one question though, how does enemy level effect the whole thing, or does it?

In other words, will an even con minion have the same chance to hit as a +3 minion?

LawLess1
07-27-2004, 01:46 PM
Where did you get these numbers from? Weave gives you a 15% Def unenhanced? Leadership gives you another 15%? Are these numbers invented for this example or can you point us to some kind of list of powers?

I would very much like to see what each power does for you. If you know somewhere that defines these powers I would appreciate you sharing.

Havok_NA
07-27-2004, 06:26 PM
Level difference effects the whole kitten caboodle.

The bigger the difference the more the higher level of the two has for a bonus to hit, to damage, and to defense.

[ QUOTE ]
Where did you get these numbers from? Weave gives you a 15% Def unenhanced? Leadership gives you another 15%? Are these numbers invented for this example or can you point us to some kind of list of powers?

I would very much like to see what each power does for you. If you know somewhere that defines these powers I would appreciate you sharing.

[/ QUOTE ]


Well I believe the 15% for Weave is real the Leadership I simply made up.

Def numbers are hard to come by. I know I've tested some of them :p

Only one I can absolutely for sure give you is the 10% per foe in range for Tanker Invincibility. That is fully tested. Beyond that I can't say it's fact. ;)

Confidence
07-27-2004, 06:53 PM
You've just reversed the concept. Floor or cap, its the same thing, you will hit a cap of 95% and you can't have more defense during any given combat situation. Having more defense available just allows you to hit the cap against higher level mobs.

You will never have a defense higher than 95%, and surplus goes to counter debuffs and level differences, this is what a hard cap is. A soft cap is something else.

A useful piece of information would be what % of defense and damage change occurs with level differences, I've been asking that question on a couple forums and I havn't gotten a response yet. Does anyone know?

Whoomp
07-27-2004, 07:01 PM
[ QUOTE ]
165% - 110% = 45% To Hit

[/ QUOTE ]

Hrm.... :)

Whoomp

Screwloose
07-27-2004, 07:31 PM
[ QUOTE ]
You've just reversed the concept. Floor or cap, its the same thing, you will hit a cap of 95% and you can't have more defense during any given combat situation. Having more defense available just allows you to hit the cap against higher level mobs.

You will never have a defense higher than 95%, and surplus goes to counter debuffs and level differences, this is what a hard cap is. A soft cap is something else.

[/ QUOTE ]

Yes thats pretty much it. Defence is a soft cap, based on the chance the mobs you are fighting have to hit you, not a hard cap based on some arbitary figure, like Resistance or Damage.

Chance to be missed is a hard cap, but that's a different thing to Defence, which is a game term with a particular meaning.

[ QUOTE ]
A useful piece of information would be what % of defense and damage change occurs with level differences, I've been asking that question on a couple forums and I havn't gotten a response yet. Does anyone know?

[/ QUOTE ]

I know I have seen the figures you are talking about for the chances for higher level mobs to hit, I think Geko (or maybe Poz) posted them in a thread about the famed purple nurf.

If I can find it i'll post the link.

Regards, Screwloose.
"I am not young enough to know everything."

Screwloose
07-27-2004, 07:39 PM
Okay can't find anything about what chance mobs have to hit players.

There is some info about what chance players have to hit mobs in a Geko thread entitled "More Changed coming to Villain Difficulty" from a fair while ago, maybe that's what I was thinking of.

regards, Screwloose.
"I am not young enough to know everything."

Ex_Libris
07-27-2004, 11:41 PM
I have both stealth and hover, and I often use them together. It seems to make a notable improvement in the number of hits that miss me.

I'm assuming that their effect is cumulative, please correct me if I'm wrong. But more importantly, does anyone know which of the two is more effective, or are they both equally effectve at defense?

Confidence
07-28-2004, 04:44 AM
stealth 7.5%

hover 5%

Its suggested that they are universal, but I think theres a bug and pool powers don't apply to AE defense. Maybe its by design, i don't know.

Havok_NA
07-28-2004, 05:20 AM
No I haven't reversed the idea ;)

If you actually look at the code I can almost gaurantee that it comes down to the following logic:

<font class="small">Code:[/color]<hr /><pre>
fToHit = fACC - fDEF;
if(fToHit &lt; 0.05)
return 0.05;
else
return fToHit
</pre><hr />

There is no cap on defense. Get as much as you want.

Put it this way ... you have 45% DEF and fight a minion ... you drop him to a 5% chance to hit. Does that mean you hit the Ceiling. No you hit the floor.

Greater than 95% DEF does work for more than buffs and debuffs it works towards countering badguys that have greater than 100% ACC.

You do realize that there are badguys with greater than 100% ACC don't you?

lol ... no there is no cap on DEF there is no cap on ACC there is only a minimum To Hit percentage of 5% everything else is fluff.

Same thing with RES there really isn't a 90% Cap there is a 10% damage minimum. You'll always at least take 10% of the damage from an attack if you are hit by it.

It all comes down to game mechanics. It helps you understand why the Devs can't do a damn thing about Smoke Grenade stacking debuffs or why even though you have a 95% DEF that AV still hits you 50% of the time!

Confidence
07-28-2004, 12:33 PM
Why pick at straws man, your intelligent enough to know what people are refering to by a cap. You understand you'll not have more than 95% defense in any given situation regardless of the surplus available to you. This is what people are refering to as the cap. Its just a simple method of refering to the system and introducing new terms like "floor" doesn't help alleviate confusion. You've not contradicted what most players understand and refer to as the def cap. The cap is a hard 95% when applied.

You realize all the def bonus powers are dicussed in possitive numbers, hasten adds 5% not subracts 5%. Regardless of how the math formula is applied, people still look at the issue from front to back.

I realize the powers are acc debuffs but people are not refering to them as such and because it really doesn't make a difference at all when explaining the system why go out on a limb and create new terms?

Havok_NA
07-29-2004, 04:57 AM
Confidence the reason why it's important to know the difference is that many High Level Villians (such as AV's) have greater than 100% ACC

That means that if players think "Oh there is a 95% DEF limit and there is no point to getting anything beyond that because it only helps with debuffs" then they'll be friggen toast against an AV :p

Understand its a critically important difference if you are building a defense based Ice tank who doesnt' have RES they have to rely on DEF.

They need to forget the old "95% cap" and think in terms of a "5% Floor" if they want to be built to handle AV's.

Yes many of the experienced players know this but then experienced players don't need guides do the :p

This is for newbies who need to know the real way they system operates.

I guess to clear this up:

Do you contest that the real system is a 5% Floor to the To Hit %?

If not leave it be this is the real explination. That's how it works ;) I understand that you are trying to be helpful and that's great but in this case I think when players build a 'guide' or 'FAQ' they should put in the true answer not some simplified half-correct one.

DharmaKnight
07-29-2004, 06:36 AM
[ QUOTE ]
There is some info about what chance players have to hit mobs in a Geko thread entitled "More Changed coming to Villain Difficulty" from a fair while ago, maybe that's what I was thinking of.


[/ QUOTE ]
I haven't read that post yet, but it is likely to be the most accurate info we can get about this. However I do have the following numbers from the Prima Official Strategy Guide. Keep in mind that the guide was probably composed sometime in early beta, so these numbers could have been out of date by the time the game went live. They are now certainly wrong because of the balance changes made before and after the big patch. However the guide says that these numbers apply to both heroes and enemy mobs. I assume that whatever the real numbers are still do apply to both. I hope these stats will still be of interest. Maybe some people can use these as a baseline for testing.

According to the guide, the modifiers listed affect chance to hit, duration of powers (for those that have a duration) as well as magnitude of the power (for example damage on an attack).

-5 lvls or more x1.50
-4 lvls x1.44
-3 lvls x1.33
-2 lvls x1.22
-1 lvl x1.11
Same lvl x1.00
+1 lvl x.90
+2 lvl x.81
+3 lvl x.73
+4 lvl x.66
+5 lvl x.55
+6 lvl x.51
+7 lvl x.48
+8 lvl x.46

Well the table continues, but I'm tired of typing and since the numbers are so out of date, I'll skip the rest ;)

--------------------------------------------
Little Robot - 36 empathy/rad
Dharma Knight - 23 claws/regen

Ex_Libris
07-29-2004, 07:46 AM
There is a minimum and a maximum change to-hit. The minimum is 5% and the maximum is 95%. This means that everyone is guaranteed to hit someone at least sometimes, and everyone is guaranteed to avoid being hit at least sometimes. No one, hero or villain, can ever have a 100% chance to hit.

Havok_NA
07-29-2004, 07:52 AM
Very good point CGP!

Something I should have added. Indead the To Hit % is where the min and max exist. It has a Floor and a Ceiling. ACC and DEF have neither a floor nor a ceiling. They have absolutely no limits ;)

EDIT: Ok there is actually a limit now that I think about it. I think the max DEF or ACC you can have is something like 400%

Confidence
07-31-2004, 06:42 AM
It doesn't matter if a Archvillian has 100% or more accuracy. You just start your addition at 0 rather than 50% (minion) or 25% (bosses). And if the archvillian has 200% accuracy, then you need to concider yourself to be starting at a negative 100%. From that point you add your powers, buffs and various effect to reach the 95%. The foes accuracies just determine where you start from and attempt a 95% defense.

Technically this is all incorrect, but its not inaccurate. Defense does work like your describing. If buffs and defense effects are applied in simple additon/subtraction math formula then its just going to be so much easier for a new player to get a grasp on what defense will be doing for them during a game situation.

You know, the game devs applied the numbers 25% for bosses 33% for LTs and 50% for minions. If you wanted you could refer to those numbers as 75% for bosses, 67% for LTs and, 50% for minions, and instead of adding your defense, you could subtract it to try to arrive at a 5% cap. And we could use the word floor instead of cap.

The system works both ways, most people refer to it as a 95% cap.

There is a problem where people are thinking that you start at 0 and build to 95% like resistance does. People are confusing res and def and maybe it would be better to reconcider defense to be a negative. Personally I'm not going to, because everyone around me isn't and I'd hate to be confusing. Its also easier for me to add the %s on the fly to decide how an encounter will turn out for me.

Havok_NA
08-02-2004, 04:52 AM
lol ... what you just described is confusing enough :p

Nah for me it's easy enough to realize that hey take the ACC of the badguy and subtract your DEF if the result is less then 5% then raise it to 5% if the result is greater than 95% then lower it to 95%.

Simple. I can explain it all ine a single sentance and it covers any situation. There is no cap to DEF there is only a floor and ceiling to the To Hit numbers.

But hey if something is simpler to you ... use it ;)

Bog_Splat
08-04-2004, 11:14 PM
You two are talking about the same thing, except that ThornKiller is subtracting defense from accuracy and Confidence is subtracting accuracy from defense. The final numbers are the same.. the only major point that ThornKiller is trying to emphasize is that your hero can actually have a combined defense above 95%.

On a side note, I thought I read recently in the updates that they did add a cap of 90% defense to heroes.. but I just looked through the updates again and didn't see it.

Havok_NA
08-05-2004, 05:07 AM
They capped RES at 90% so you can no longer have any RES over 90%.

Last_Icon
08-05-2004, 05:44 AM
[ QUOTE ]
stealth 7.5%

hover 5%

Its suggested that they are universal, but I think theres a bug and pool powers don't apply to AE defense. Maybe its by design, i don't know.

[/ QUOTE ]

Combat Jump 5%

Manuvers 12.5% for defenders

6-8 for others i have heard

Ex_Libris
08-05-2004, 05:34 PM
[ QUOTE ]
Combat Jump 5%

Manuvers 12.5% for defenders

6-8 for others i have heard

[/ QUOTE ]
No, Maneuvers is 6.25% for everyone, even defenders. So if you're looking for pool powers to maximize your defense, the top three are Weave (10-15%, I forget what exactly), Stealth (7.5%), and Maneuvers (6.25%).

MisterNick
08-05-2004, 11:45 PM
[ QUOTE ]

No, Maneuvers is 6.25% for everyone, even defenders.

[/ QUOTE ]

Can you cite a source on that?

Ex_Libris
08-06-2004, 08:48 AM
[ QUOTE ]
[ QUOTE ]

No, Maneuvers is 6.25% for everyone, even defenders.

[/ QUOTE ]

Can you cite a source on that?

[/ QUOTE ]
Geko is the source; he said so in a post of his. But I don't feel like crawling through search results to find it. But I read his post myself when he posted it.

MisterNick
08-06-2004, 12:13 PM
[ QUOTE ]

Geko is the source; he said so in a post of his. But I don't feel like crawling through search results to find it. But I read his post myself when he posted it.

[/ QUOTE ]

So, no then? All right, can you at least give a reason why this would be the case?

ServantofRaKur
08-06-2004, 01:50 PM
These Numbers are the last listed by Geko about 3 months ago sorry can't link to the post it don't exist anymore Geko can comment. BTW I am suprised no one copied the original post So many people ask for the hard numbers on Defensive powers and Damage resistance. I still don't know how much acc% aim and Build up do but I do know how much Damage% they both raise =)

Hover 5%
Hasten 5%
Combat Jump 5%
Cloaking Device 6.25%
Stealth 7%
Tough 10% Not Defese(Damage Res to Smash &amp; Lethal)
Weave 10% (its a pool power)
Smoke Grenade 11%(secondarys were said to be better then power pool powers thus 1% better then weave)
Manuvers was 6.25% for everyone but defenders and Controllers they get a AT bonus inherint lil pips hero planner lists it as 7.5% for D and 12% for C.
Grant Invisible 5%
Invisible 7% until you attack something you would then lose this Def bonus.(so only snipers really would attack you while Invisible is on so the Def bonus don't really help in combat its akin to if phase shift gave you a 10% bonus to def. well since stuff can't hurt you a bonus to def wouldn't really help)
Never seen any stats on Superior Invisibilty
alot of the tanker/scrapper powers were listed but Being a Blaster I only memorized the Def Bonus's I could select Power Pool and Secondarys.
Almost all the Def powers of Scrappers/Tankers were listed at 10% but since it was a self buff the SO's give 33% you could get several powers to 33% where as powers that are debuffs on enemies SO's give 20% bonus.

as a FYI Weave is only to Ranged and Melee gives no Def to AOEs such as a 5th colum Shotgun attack.

My goal with defense on a blaster is to get the hardest thing i'm goona fight solo to 50% chance to hit me.
I tend to fight equal con bosses, LTs +2 lvls or lower, Minions +2 levels or anything lower up to anything -1 level to me.
35% total defense and debuffs to enemies accuracy would put an equal con boss to 50% everything else equal con lower, and low enough LTs +2 have around a 60ish% chance to hit.

Now that everything hits you 1 out of 2 times or less you can fight those if they die before they attack you twice. The nice part is if they do hit you the 1 time they attack usually 1 hit will leave you alive though often in the red. Try to avoid anything that can cast a hold or slow power. Immobilize only affect my blaster if it drops a hold on top (they somehow stack with each other) if they only immobilize i just stand where they stick me Firing away.

Havok_NA
08-10-2004, 05:11 AM
Now those are the base those aren't exact for all AT's!!!

For example Tough is 20% for Tanks (been tested multitude of times ... go do it yourself if you desire ;) ).

Tough is 15% for Scrappers ... again tested multiple times :p

Weave seems to follow the same standard fo 20/15/10.

Further every single defense you see listed is higher for Tanks (around 7.5% for any 5% you see and Scrappers will usually be around 6.25% for any 5% you see on this list).

keegan
08-11-2004, 09:47 AM
sorry if this question doesn't belong here, but i dont know where else to ask it.

From the math provided, and seen elsewhere, it seems that 6-slotting something with the same SOs (like all damages) is almost a waste. The 6th slot seems to only do 5% or so damage. It that true?

If it is, i'd rather use an inspiration for 12% that costs a whole heck of a lot cheaper.

Oh, and about inspirations. THe 33% increase, is that off the base damage? Ie, if i can to 100 HP of damage before enhancements, then, say 300 HP after i add enhancements, will the 33% increase of an inspiration be calculates off the 100 HP or the 300HP? thats the difference between 30 and 100 hp.

Havok_NA
08-11-2004, 10:51 AM
Not completely true. It all depends on what you are using.

Lets say you have a max boost of 400% to your attack.

Your base increase from 6 +3 level SO's would be 329.77% ((1.15*6*0.33)+1). Obviously that's below your 400% cap!

But if you start throwing on a 70% bonus from a damage boost from a build-up like power (I don't know the exact percentage from build up) and a % bonus from Assault then you've already exceeded your 400% max and thus no longer get any benifit.

Whoomp
08-13-2004, 04:11 AM
"Your base increase from 6 +3 level SO's would be 329.77% ((1.15*6*0.33)+1). Obviously that's below your 400% cap!"

I was under the impression that every level greater than your level enhancement adds 1%, so wouldn't it be (6 * .36)?

Buildup is 100%.

Whoomp

Havok_NA
08-13-2004, 04:30 AM
Nope it's -10% per level below yours and +5% for each level above.

Caesar_Augustus
03-13-2005, 05:41 PM
I don't know if this is the place to ask this or not, but...
So, I've been thinking a lot about acc debuffs vs. defense buffs lately before I make my next defender.
The question I have goes something like this...
is an -acc the same as +def ?
I'm thinking not in as much as when fighting a different lvl opponent your +def is effected by the lvl difference between you and the enemy while -acc isnt ?

Any info would be greatly appreciated.

Thx
Machina Archana lvl31 FF/DB virtue
Machina Diabola lvl28 Ill/SS virtue

Spoon_N_Fork
03-13-2005, 05:46 PM
thank you ;) great post, some interesting concepts =D

Screwloose
03-13-2005, 06:49 PM
[ QUOTE ]
I don't know if this is the place to ask this or not, but...
So, I've been thinking a lot about acc debuffs vs. defense buffs lately before I make my next defender.
The question I have goes something like this...
is an -acc the same as +def ?

[/ QUOTE ]

There are some differences. Some everyone would agree on and some people have different views on.

-Acc is more team beneficial. Something Acc debuffed misses everyone more with all it’s attacks. +Def only protects you.

From comments made by Geko around the time of the Smoke Grenade change I believe that –Acc is Multiplicative where as +Def is additive. Which means that –Acc works better the higher the base hit of the mob is, ie better on Bosses and LT’s than minions.

[ QUOTE ]
I'm thinking not in as much as when fighting a different lvl opponent your +def is effected by the lvl difference between you and the enemy while -acc isnt ?

[/ QUOTE ]

I would think it was the other way around.

+Res isn’t lowered by being hit by a higher level opponent so I don’t think that +Def would either, although in both cases since the mob would have a higher base to hit and do you more damage you would see an increased threat from the mob.

On the other hand debuffs are well documented to effect higher mobs less.

This is partly balanced by the fact that Debuff Enh give a 33% bonus for an SO while Res and Def Enh only give a 20% bonus for an SO.

Regards, Screwloose.
“I am not young enough to know everything.”

Caesar_Augustus
03-13-2005, 09:38 PM
TY very much that was quite helpful.
The issue comes in because I'm looking at possible ways of slotting hurricane and steamy mist and wondered what sort of balance to strike on the -acc vs the +defs.
I know the -acc will only effect those close with this power and the inherent knockback sort of makes that less helpful.
Still wish there was a way to enhance the range reduction on the thing ... seems like I'm constanlty gettign out of ranges vs storm shamans where as they don't seem to get it on me.

oh well.

Cheers

DreadDormammu
04-08-2005, 02:08 PM
The big difference is that ACC debuffs are proportional to your enemies chance to hit you. Example:

Minion of equal level has a base 50% chance to hit you. A 5% DEF buff, will reduce that chance to 50 - 5 = 45%. A 5% ACC debuff will reduce that chance to 50 - (5% of 50 =) 2.5% = 47.5%. In most cases, DEF buffs are superior, but ACC debuffs are better against extremely dangerous foes (those with over 100% base ACC). Also, as mentioned, ACC debuffs tend to be AE so provide a larger overall benefit against large groups in such cases.

Solarhaphaeriom
04-09-2005, 09:27 AM
Now, what about accuracy and defense enhancements? I know that Def gives +20% for an SO, and Acc +33%, but I hear that accuracy and defense enhance in different ways:
Supposedly, accuracy enhancements increase your base chance to hit, so one SO would give you 1.33*75% (even con minion) = 100% chance to hit, while defense just subtracts from chance to hit, i.e. Hover gives 5% defense, 6% with one SO, so if the even con minion had hover 1slotted and you had 1 acc SO you'd have 1.33*75%-6%=94% chance to hit.
Does anyone know if this is correct, or whether Acc enhancers just add chance to hit, i.e. 75%+33%=108% chance to hit?

Havok_NA
04-10-2005, 09:10 AM
Enhancers always work the same way ... always. If players think they don't then they are doing something wrong or don't know a critical piece of information.

For multiplicitive effects it's always:

BASE*(1+SUM OF ENHANCERS)

For divisive effects (Endurance Reducers for example) it's always:

Base/(1+SUM OF ENHANCERS).

See the link in my sig if you want to get specific examples of DEF and ACC enhancers in action. It'll calculate them for you. A simple example though:

ACC (3 SO even level enhancers)

75%*(1+.33+.33+.33)=149.9%

DEF(3 SO's even level enhancers)

30%*(1+.2+.2+.2)= 48%

Always the same equations ;) Occasionally it may get buried in a large equation (see geko's explination on how Regen works for a complex equation that these enhancements are buried in).

Solarhaphaeriom
04-10-2005, 03:42 PM
Well, even if they always work the same way, there's the vital point of whether we have a base chance to hit of 100% (so enhancements give 33% more) and minions have a base defense of 25%, or enhancements affect the chance to hit that is determined by target (and thus give 25%).

But I trust that you've tested how it works, so thanks for clarifying.

Pollution
04-10-2005, 04:37 PM
ok, you are all making a VERY simple concept seem ugly and unweildy.

I'll use my bubbler as an example, all powers are 6 slotted with even level SO's for this example.

Running around with NOTHING on: (it's cold out here)
Even level mobs
Minion = 50%
LT = 65%
Boss = 85%

Combat Jumping = unenhanced
Maneuvers = 6 slotted
Hasten = unenhanced
Defense = 20%
Even level mobs:
Minion = 30%
LT = 45%
Bosses = 65%

that's a BIG difference

Running Hasten, CJ and Man, and OH CRAP!!!! Personal Force field with ONE enhancement (114% bonus to defense) for a total of 134% defense.
Even level mobs:
Minion = 5% (acc floor)
LT = 5% (acc floor)
Boss = 5% (acc floor)

NOW, I think it's like +5% per level up from you for their acc bonus......I THINK

+5 level minion with previous defense = 5% tohit (acc floor) from 75%
+5 level LT with previous defense = 5% tohit (acc floor) from 90%
+5 level boss with previous defense = 5% tohit (acc floor) from 95% (thank heavens for that 5% miss no matter what huh?)

THANK GOD, PFF saves the day again, now to find my buddy in Perigrin Island

+20 minion = 16% Acc (150%-134%)
+20 LT = 31% Acc (165%-134%)
+20 boss = 51% Acc (185%-134%)

Dear GOD, +20s are bad! :p

SOOOO, there's no reason to make this complex. take your %'s from each defense power you have running, add them up, don't forget hasten, that gives you your defense. Take the Mob's BASE tohit (50/65/85 +5 per level above) and subtract your defense, the new number is how often you'll get hit, to 5% MINIMUN. The mob will ALWAYS hit 5% of the time, and you will get hit 95% of the time MAXIMUM.

Force Shield is the easiest to figure out, but add that stuff up yourselves, taking into account what you normally hunt. There is NO max on defense (ok 400%, but that takes a BUNCH of toggles and a BUNCH of bubbles), BUT you always get hit 5% of the time, no matter what.

Havok_NA
04-11-2005, 07:20 AM
I'm pretty sure mobs have a curve not a linear growth in ACC as they get above your level.

Pollution
04-11-2005, 02:55 PM
Like I said, I THINK it's 5% per level diff, I remember Geko saying something like that about acc and defense, it's damage that's curved he said.....I THINK

Amauros
04-17-2005, 09:35 AM
Back when the purple patch came out, geko posted some data and gave the ACC of a boss 5 levels higher than the player, I believe the number was 115% ACC but I could be wrong.

Based upon that data from Geko, it worked out to approx 6-7% per level but it is reasonable to expect that number starting small and scaling upwards.

I once saw a chart that calculated out ACC bonus due to levels that came very close to Geko's number, it was basically the same type of math that was used in calculating the bonus for Enhancements based up level difference.

<font class="small">Code:[/color]<hr /><pre>
Level +5 * 1.5 = 75 * 1.5 = 112.5
Level +4 * 1.4 = 75 * 1.4 = 105
Level +3 * 1.3 = 75 * 1.3 = 97.5
Level +2 * 1.2 = 75 * 1.2 = 90
Level +1 * 1.1 = 75 * 1.1 = 82.5
Even * 1.0
Level -1 * 0.95 = 75 * 0.95 = 71.25
Level -2 * 0.90 = 75 * 0.90 = 67.5
Level -3 * 0.85 = 75 * 0.85 = 63.75
Level -4 * 0.80 = 75 * 0.80 = 60
Level -5 * 0.75 = 75 * 0.75 = 56.25
</pre><hr />

Bantar
09-10-2005, 03:16 PM
Has any of these useful numbers been updated since I5?
I am particularly interested in Base accuracies us vs mobs and the affect of lvl differences.

Maxx_Steel
09-23-2005, 10:10 PM
What is the base % of a player to hit you for pvp?

Quickshadow
09-23-2005, 11:13 PM
[ QUOTE ]
What is the base % of a player to hit you for pvp?

[/ QUOTE ]

Currently 75.

BlackSly
01-04-2006, 10:09 AM
Even more currently, 50%.

Arcanaville
01-06-2006, 02:57 PM
[ QUOTE ]
Even more currently, 50%.

[/ QUOTE ]

Officially, its still 75% base tohit but with a +25% defense buff against PvP attacks. However, for all intents and purposes, that is mathematically indistinguishable from an adjustment in player tohit down to 50%.