Doomguide2005 Posted April 3, 2021 Posted April 3, 2021 Perhaps I wasn't clear it's the combination of Accuracy and To Hit that gets very potent. My example used a proc 120 (Kismet), enhanced Tactics using scrapper values and enhanced FA. If you now add an accuracy buff of 20% from anywhere (sets, enhancements, another hypothetical power) and you will hit most +4 foes 95% of the time. You could subtract out Tactics and replace it with Invincibility and have a similar result (and I'm not very familiar with Bio but going to go out on a limb and say it's going to yield similar results). I think that's an issue. Of course it's already an issue but I see no need to add to it by giving SR a buff it really doesn't need.
Leogunner Posted April 4, 2021 Posted April 4, 2021 3 hours ago, Doomguide2005 said: Perhaps I wasn't clear it's the combination of Accuracy and To Hit that gets very potent. My example used a proc 120 (Kismet), enhanced Tactics using scrapper values and enhanced FA. If you now add an accuracy buff of 20% from anywhere (sets, enhancements, another hypothetical power) and you will hit most +4 foes 95% of the time. You could subtract out Tactics and replace it with Invincibility and have a similar result (and I'm not very familiar with Bio but going to go out on a limb and say it's going to yield similar results). I think that's an issue. Of course it's already an issue but I see no need to add to it by giving SR a buff it really doesn't need. I see. So you're more against the prospect of the ease of getting to that ToHit cap. In that respect, I don't have a particular argument for it besides the desire to look into the mechanics and formula for hitchance overall. I don't think giving SR an acc bonus would "add to" per se, to the issue since Inv, Bio (this gives a 7.5% ToHit buff if Offensive Adaptation is active, fyi) and SR are mutually exclusive. It's, imo, similar to giving multiple armor sets +recovery or +END management tools as part of its utility. If we were going deeper into the discussion about the hit/def mechanics, I'd probably lean on weighing the -def debuff heavier if only because -def is particularly ignored on the front of the player and mostly seen as a nuisance when used against the player. I haven't put much thought into that particular train of thought but that's probably an idea for another thread. Further still, we might even be able to bat back-and-forth the ease of managing END could be very similar to the ease of reaching hitchance caps or soft defense caps, etc.
Biff Pow Posted April 4, 2021 Posted April 4, 2021 I'd just like to see a little S/L resistance added to Practiced Brawler. Yes, this is for someplace to slot the +Def IOs. No, I don't take the Fighting Pool on Melee characters.
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