Story Archer Posted October 10, 2023 Posted October 10, 2023 I read a lot of people talking about setting their base accuracy to .39 in MIDS, but on the configuration options I don't see any place where they allow for those kinds of changes. My search-fu has failed me - was there a recent update which removed that option?
Story Archer Posted October 11, 2023 Author Posted October 11, 2023 2 hours ago, Captain Fabulous said: Why would one want to do this? From what I understand it's the best way to tell if you're maxing - or WAY overmaxxing - your accuracy. When deciding on IO sets that can be important sometimes. I've seen it referenced lots of places, but I can't figure out how to do it.
Hedgefund Posted October 11, 2023 Posted October 11, 2023 (edited) See the far right? Choose the level difference right for you. If you want .39 you'd choose +4. I default to +3 (.48) because that's really what I'd encounter solo (including alpha shift). If fighting higher then there's invariably some to-hit buffs from teammates to help out. The "why" is simple, you want to see your final to-hit against the type of enemies you'll be facing. Edited October 11, 2023 by Hedgefund
Story Archer Posted October 11, 2023 Author Posted October 11, 2023 (edited) 13 hours ago, Hedgefund said: See the far right? Choose the level difference right for you. If you want .39 you'd choose +4. I default to +3 (.48) because that's really what I'd encounter solo (including alpha shift). If fighting higher then there's invariably some to-hit buffs from teammates to help out. The "why" is simple, you want to see your final to-hit against the type of enemies you'll be facing. SO very helpful - in a million years I wouldn't have seen that drop-down. Thank-you. So the goal is to get to 95% on your attacks with that drop down whatever you want it to be, correct? Anything beyond that is kind of like going over the soft-cap on defense? Edited October 11, 2023 by Story Archer
Hedgefund Posted October 11, 2023 Posted October 11, 2023 Yes, I look to make sure anything that needs to hit is at 95%. There may be some odd exceptions like some mule powers but for the most part yes, 95. Just as going over soft-cap for def is a hedge against Def debuffs, excess accuracy is a hedge against to-hit debuffs on you and enemy def buffs. Accuracy bonuses from sets and accuracy bonuses within those same sets tend to provide a ton of accuracy. Most VR sets include a 15% accuracy bonus. Slot 4 of those and you have 60% acc bonus. There are tons of 7 and 9% bonuses as well. My point is that ultimately if you're making a "good" build accuracy takes care of itself.
shortguy on indom Posted October 11, 2023 Posted October 11, 2023 Heyas ? - Does mids use the regular 'ChanceToHit' formula from arcanaville? Is there a way to see the calculation? -Just wondering, because from OP looks like it's for a lvl 50 build going for the 95% chance vs more difficult enemies...sometimes this calc can be a bit misleading depending on archetype, because of the 'DefDeBuff' portion of the formula. Though, it does indeed add to your 'ChanceToHit'... but most of the debuff is resisted by a higher lvl enemy when the attack makes contact. So, numbers may be misleading at times. Things to consider: -Your tolerance to missed/deflected attack clicks. -Archetype -Style of play. -Typical difficulty/team size settings you run for yourself. -Solo, vsmall team, full team. -Pace of play: speed or regular. -What I may think is good may be different from your idea of good... so I like numbers to make me feel good. lol. Have a good day. Peace PvP Capture the Flag! Bring some fun into it....
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