Jump to content

Some questions about defense...


Nightmare Shaman

Recommended Posts

I've been playing on and off since CoH beta and am somewhat familiar with soft and hard caps.  I've read over threads about this and read over this: https://cityofheroes.fandom.com/wiki/Attack_Mechanics

What I don't understand is how the game handles excess defense numbers when faced with higher level mobs and/or AV's.  For example, assume I have an SR tank with 45% on all positional defense.  Against an even leveled mob with base accuracy attacks, they have a 5% chance of hitting me. I get that.  I also get that any defense above that would not bypass the 5% hardcap on the enemies' tohit chance.

But, what if I'm fighting +4 mobs?  Or an AV?  Does having above 45% offset the accuracy increase?  Like is it possible to have my defenses at 70% or 80% so that any accuracy increase from the mobs will assure I am always at the 5% hard cap?  Also, although I know

In the long run, I never want any mob or AV to have above the 5% tohit chance regardless of level.  (Assuming I only fight +4 mobs)

 

Any info would be appreciated.

Link to comment
Share on other sites

11 minutes ago, Nightmare Shaman said:

I've been playing on and off since CoH beta and am somewhat familiar with soft and hard caps.  I've read over threads about this and read over this: https://cityofheroes.fandom.com/wiki/Attack_Mechanics

What I don't understand is how the game handles excess defense numbers when faced with higher level mobs and/or AV's.  For example, assume I have an SR tank with 45% on all positional defense.  Against an even leveled mob with base accuracy attacks, they have a 5% chance of hitting me. I get that.  I also get that any defense above that would not bypass the 5% hardcap on the enemies' tohit chance.

But, what if I'm fighting +4 mobs?  Or an AV?  Does having above 45% offset the accuracy increase?  Like is it possible to have my defenses at 70% or 80% so that any accuracy increase from the mobs will assure I am always at the 5% hard cap?  Also, although I know

In the long run, I never want any mob or AV to have above the 5% tohit chance regardless of level.  (Assuming I only fight +4 mobs)

 

Any info would be appreciated.

Nope, the cap hits 1st, then the Purple Patch / Level modifiers kick in. 

 

So it doesn't matter if you've 45% Def or 95% Def, that +4 enemy will be hitting you more than 5% of the time (7.5% I think for +4 Minions). Incarnate content is different. They essentiallly have a 12.5% ToHit bonus welded in (ToHit directly opposed Def hence why the Incarnate cap is 57.5%). 

 

So you can overcap to battle Def Debuffs or ToHit buffs but overcapping has no effect on Level modifiers. 

Edited by Carnifax
  • Like 1
Link to comment
Share on other sites

38 minutes ago, Carnifax said:

Nope, the cap hits 1st, then the Purple Patch / Level modifiers kick in. 

 

So it doesn't matter if you've 45% Def or 95% Def, that +4 enemy will be hitting you more than 5% of the time (7.5% I think for +4 Minions). Incarnate content is different. They essentiallly have a 12.5% ToHit bonus welded in (ToHit directly opposed Def hence why the Incarnate cap is 57.5%). 

 

So you can overcap to battle Def Debuffs or ToHit buffs but overcapping has no effect on Level modifiers. 

Okay great.  So, let's ignore the incarnate modifier for a second.  Here's my calculations from your info and the info from the link I posted:

+1 enemies: .05 X 1.1 = .055 (5.5%)
+2 enemies: .05 X 1.2 = .06  (6%)
+3 enemies: .05 X 1.3 = .065 (6.5%)
+4 enemies: .05 X 1.4 = .07  (7%)

So this is strictly for regular mobs.  There are additional modifiers for different ranks as follows:

 

Lieutenant 1.15
Boss, Elite Boss, Sniper 1.30
Monster, Giant Monster, AV 1.50


Do you know if those are additive?  As in:

 

 

Lieutenant
+1 enemies: .05 X 1.25 = .063 (6.3%)
+2 enemies: .05 X 1.35 = .068  (6.8%)
+3 enemies: .05 X 1.45 = .073 (7.3%)
+4 enemies: .05 X 1.55 = .078  (7.8%)

Bosses
+1 enemies: .05 X 1.4 = .07 (7.0%)
+2 enemies: .05 X 1.5 = .075  (7.5%)
+3 enemies: .05 X 1.6 = .008 (8.0%)
+4 enemies: .05 X 1.7 = .085  (8.5%)

AV's
+1 enemies: .05 X 1.6 = .08 (8.0%)
+2 enemies: .05 X 1.7 = .085  (8.5%)
+3 enemies: .05 X 1.8 = .09 (9.0%)
+4 enemies: .05 X 1.9 = .095  (9.5%)

 

Really appreciate the info.
 

 

 

Link to comment
Share on other sites

Accuracy and Defense interact, but are not the same, so ... yes.

Yes, a +4 AV will hit you more than a +4 minion.   Can't swear your numbers are 100% accurate without digging up an ancient spreadsheet I have somewhere.

 

This is why defense-cap builds balance roughly with resist-cap builds ... assuming 50+1 vs 54 content, in the standard game, and max dps levels of official content.   Resist builds typically have more HP/S (regen or healing), and cap at 90% (10% incoming damage) .. while defense has less HP/S and cap at a rough average of 8%.  Now, if you don't resist-cap this doesn't work, if you're running +0 there is also an imbalance, and if you're debuffed below -35% defense vs +4s there is also another imbalance.  But in the end, the parity of resist-cap (tank brute) vs defense-cap is actually much closer than most people realize, despite the baked in imbalances in the game. (Roughly, Conceptually Speaking)

Edited by Linea
  • Like 2

AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

Link to comment
Share on other sites

9 minutes ago, Linea said:

Accuracy and Defense interact, but are not the same, so ... yes.

Yes, a +4 AV will hit you more than a +4 minion.   Can't swear your numbers are 100% accurate without digging up an ancient spreadsheet I have somewhere.

 

This is why defense-cap builds balance roughly with resist-cap builds ... assuming 50+1 vs 54 content, in the standard game, and max dps levels of official content.   Resist builds typically have more HP/S (regen or healing), and cap at 90% .. while defense has less HP/S and cap at a rough average of 8%.  Now, if you don't resist-cap this doesn't work, if you're running +0 there is also an imbalance, and if you're debuffed below -35% defense vs +4s there is also another imbalance.  But in the end, the parity of resist-cap (tank brute) vs defense-cap is actually much closer than most people realize, despite the baked in imbalances in the game. (Roughly, Conceptually Speaking)

 

I calculated the numbers two posts above you.  If I'm calculating this right, it should look like this:

Regular mobs

+1 enemies: .05 X 1.1 = .055 (5.5%)
+2 enemies: .05 X 1.2 = .06  (6.0%)
+3 enemies: .05 X 1.3 = .065 (6.5%)
+4 enemies: .05 X 1.4 = .07  (7.0%)

Lieutenant
+1 enemies: .05 X 1.25 = .063 (6.3%)
+2 enemies: .05 X 1.35 = .068  (6.8%)
+3 enemies: .05 X 1.45 = .073 (7.3%)
+4 enemies: .05 X 1.55 = .078  (7.8%)

Bosses
+1 enemies: .05 X 1.4 = .07 (7.0%)
+2 enemies: .05 X 1.5 = .075  (7.5%)
+3 enemies: .05 X 1.6 = .008 (8.0%)
+4 enemies: .05 X 1.7 = .085  (8.5%)

AV's
+1 enemies: .05 X 1.6 = .08 (8.0%)
+2 enemies: .05 X 1.7 = .085  (8.5%)
+3 enemies: .05 X 1.8 = .09 (9.0%)
+4 enemies: .05 X 1.9 = .095  (9.5%)

Edited by Nightmare Shaman
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...