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Can someone explain exactly how Defense, Accuracy, ToHit buffs and debuffs work/interact?


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It may be that a proper treatise has been written on this already and if that's the case I'd really appreciate someone pointing me towards it. I haven't been able to find anything concreate or comprehensive on the mechanics.

 

What I'm trying to understand is what the numbers mean. What does 40% defense actually mean in terms of how often you would get hit by an even level minion, lieutenant or boss, or how often I would hit them? If it drops to 35%, how much does that change? What would the statistical impact of +10% accuracy be, and would that be any different than a +10% hit buff or a -10% debuff? How do relative levels of the attacker vs. defender affect these numbers? Are there baseline differences for the various AT's?

 

I understand that different specific foes have wildly varying defensive stats, and I'm not trying to be specific to any particular mob, I'm just trying to understand how the numbers interact with all else being equal. Only looking for PvE, if that matters.

 

Thanks in advance for any responses. It makes a big difference when looking at Mids and trying to understand what the numbers actually mean in real time.

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There are entire threads directed at each of these subjects.  They are deep.  "Softcap" defense (in normal play) is 45% meaning 95% attacks (barring other effects) miss.  Those two brackets I put in are both pagelong explanations.

 

Use some Board Search Fu!

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An oversimplified way of thinking about it is... every player has a base 75% chance to hit a mob.  Subtract the mob's defense, if any, and you have your final to hit chance. To Hit chance - defense = final to hit chance.

 

Buffs and debuffs modify this chance. A +10% to hit buff (not Accuracy buff)  would give you an 85% to hit chance, minus the enemy's defense. Only a portion of accuracy buffs from enhancements count toward a to hit buff. Defense debuffs against an enemy can be very useful if the enemy has a high defense (most don't). The to hit chance you can have is capped at 95%. So you will always have at least a 5% chance of missing.

 

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Now if your focus is defense for survival rather than offense... enemies have a base 50% chance to hit you. Subtract your defense, and that will be their final to hit chance against you.  So... say you have 45% defense. Subtract that from their base 50% chance to hit, and they have a 5% chance to hit you. That's why the defense soft cap for you is considered 45%. It's soft because you can actually have higher defense than 45%.  Buffs and debuffs (and other factors) then modify this base to hit chance. Mobs can never have less than a 5% chance to hit you.

 

In actual gameplay, the difference between 40% defense and 45% defense is HUGE. That extra 5% is totally worth it!

 

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Most mobs in the game have +0% To Hit and a base 0% Defense, particularly minions and lieutenants.  More frequently, Bosses, Elite Bosses, and Arch-villains have some defense and to hit buffs. Of course all of this depends on the powers that the enemy has, their level, rank and a bunch of other factors, and there are numerous exceptions, but in general gameplay pretty much resembles this.  

 

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Oh, forgot to mention damage types. Each damage type works against that same type of defense. For example, a fire attack will be calculated against fire defense. Energy attack vs energy defense. Cold attack vs cold defense, etc. The majority of attacks in the game have a smashing/lethal damage type. Energy is the next frequent. Then fire and the rest. Cold and Psionic are the least resisted damage types. In general, most players would recommend you focus on increasing smashing/lethal defense and resistance over other types... if you have to make a choice.

 

There are also 3 positional defenses... ranged, melee, and AOE (Area of effect) defense. Ranged defense means defense against all ranged attacks no matter what damage type they have, for example. Melee defense is against all melee attacks, and AOE defense is against all AOE attacks. This speaks more to play style than powers. If your character is mainly fighting from range and avoids getting up close, ranged defense would be a good pick.   

 

 

Edited by BlackSpectre
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6 hours ago, BlackSpectre said:

 

Buffs and debuffs modify this chance. A +10% to hit buff (not Accuracy buff)  would give you an 85% to hit chance, minus the enemy's defense. Only a portion of accuracy buffs from enhancements count toward a to hit buff. Defense debuffs against an enemy can be very useful if the enemy has a high defense (most don't). The to hit chance you can have is capped at 95%. So you will always have at least a 5% chance of missing.

     Accuracy is multiplicative and occurs after all defense and to hit, buffs and debuffs occur and that result of that portion of the equation is "clamped" to always be between 5% and 95%. 

     All your accuracy enhancements (SO's and IO's, etc.) and accuracy buffs count towards your final hit chance.  Most powers have a base accuracy of 1.00 but it does vary typically between 0.80 and 1.20.  All your accuracy is multiplied together then that value is multiplied by the result of the To Hit/Defense portion of the equation then clamped between 5 and 95 for your final hit chance.

    Exceptions and other complications are well covered in the wiki article linked above by @Steel

 

Edited by Doomguide2005
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