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Improvement on Powers Tab - Defense


MsSmart

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Hi:

 

     When I try to get an understanding of what IOs, IO sets, and powers contribution to my positional or type defenses, I simply click on the powers tab, followed by Combat Attributes tab, and then defense tab accordingly. The game then shows me the various positional and type defenses and how the used values were arrived at.

 

     This is a very useful feature in the game, but could be made more clearer.

 

     If you look at the composition it tells you specifically which IOs contributed to the value such as Steadfast Defense for 3%, it also tells you the powers contribution such as Weave for "x" percent, and then it becomes blurry. It tells me I got Ultimate/Large/Small increases instead of telling which set provided the benefit.

 

    The suggestion, a pure Quality of Life, is to instead of using the blurry nouns to actually list the IO set such as Gaussian's Synchronized Fire Control - 2.5%

 

    This way, I can better understand the relationship that IO sets has in the game, and be able to figure the Mids' source of the error after I make a build in Mids and my defense totals does not match in the actual game. Having this information, allows me to submit precise bug errors to the mid designers and assist in my humble way for a way to make this awesome tool even better.

 

Hugs

 

Sue

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Hi Sue 🙂

 

Lots of things in the game could be made clearer 

like tooltips

the generic damage calculations (light dmg, heavy etc.)

the difference between to-hit and acc. (no matter how many times it's explained about 7 seconds in my brain just starts playing calliope music lol)

anyway

I'm not sure the feasibility of recoding an entire sub menu specifically for a 3rd party app.

I think there's a way to import your mids builds directly onto the test server so you can really crunch those numbers

have fun and stay safe!

Its easy to criticize a suggestion but can you suggest an alternative?

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5 hours ago, MsSmart said:

If you look at the composition it tells you specifically which IOs contributed to the value such as Steadfast Defense for 3%, it also tells you the powers contribution such as Weave for "x" percent, and then it becomes blurry. It tells me I got Ultimate/Large/Small increases instead of telling which set provided the benefit.

 

You're right, while it does a good job of parting out the Unique IOs and your Powers, generic set bonuses just get lumped together. I haven't looked at the code responsible, but I'm pretty sure it does that so that it can easily keep track of the "Rule of 5", instead of having some crazy parity tree where it checks dozens of names for the same effects.  Mids at least has a "Sets and Bonuses" window (View Active Sets button) that will show a similar detailed breakdown, including by power, and also highlights when a build has more than 5 of a set bonus.  It's tedious to cross-check, but it's there.

 

5 hours ago, Saiyajinzoningen said:

the difference between to-hit and acc. (no matter how many times it's explained about 7 seconds in my brain just starts playing calliope music lol)

 

But... it's so easy!  You just check your Oracle's almanac to see which gods are in which houses, check your recent devotion to RNJesus vs. the total recent contribution, take into account the current moon phase, and solar cycle, and...

Kidding. 

Cliff's notes version:

Tohit (Raw chance to hit something) x Accuracy (multiplier) = Actual chance to hit something (which, for some reason is also called "tohit").

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9 hours ago, Saiyajinzoningen said:

the difference between to-hit and acc. (no matter how many times it's explained about 7 seconds in my brain just starts playing calliope music lol)

Just think of it this way: ToHit is a flat value. Accuracy is a percentage. Accuracy affects base chance by itself and ToHit adds to total. Hope that helps.

 

Edit:

Or we can try a silly method. Accuracy is the mod you made to your weapon and ToHit is the scope you attached. Explanation for the example?

      Your weapon has a BaseHitChance to hit the target.

      You can mod the weapon with different parts to improve the weapon's ACCuracy.

           (Since these are still dependent on the base weapon, your ACC improves the weapon by the stated percentage of its BaseHitChance.)

      You can mount a scope making you better able ToHit with the weapon, but not itself affecting the weapon's accuracy.

           (Since the scope lets you correct your aim but does not change the weapon, it adds the ToHit as a flat value at the end.)

So weapon (BaseHitChance) modified by weapon mods (Accuracy) plus scope (ToHit). Clear as mud? (An over-simplification and probably not a helpful approach, sorry.)

 

 

Edited by Rudra
Edited again to add calliope. And yet again to simplify alternate method explanation.
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10 hours ago, MsSmart said:

It tells me I got Ultimate/Large/Small increases instead of telling which set provided the benefit.

I believe that this is a throwback to the vague terminology that the devs initially used for power values.  Further, (and please understand that I'm not saying it couldn't use an improvement), outside of unique IOs, many sets can provide comparable bonuses, so it wouldn't make sense to give each and every one its own name...

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8 hours ago, Akisan said:

 

You're right, while it does a good job of parting out the Unique IOs and your Powers, generic set bonuses just get lumped together. I haven't looked at the code responsible, but I'm pretty sure it does that so that it can easily keep track of the "Rule of 5", instead of having some crazy parity tree where it checks dozens of names for the same effects.  Mids at least has a "Sets and Bonuses" window (View Active Sets button) that will show a similar detailed breakdown, including by power, and also highlights when a build has more than 5 of a set bonus.  It's tedious to cross-check, but it's there.

 

 

But... it's so easy!  You just check your Oracle's almanac to see which gods are in which houses, check your recent devotion to RNJesus vs. the total recent contribution, take into account the current moon phase, and solar cycle, and...

Kidding. 

Cliff's notes version:

Tohit (Raw chance to hit something) x Accuracy (multiplier) = Actual chance to hit something (which, for some reason is also called "tohit").

Thank you for your very informative post, I went to Mids and tried the View Active Set button, and I learned something new about the rule of 5. I had always believe you could had more than 5 same size buffs, as long as they were not more than 5 of the same IO type, for example 2 Luck of the Gamblers gives 10%, so does 2 x Shield Walls, in my build I had 5 LOTG and 2 SW sets, and thought the rule of 5 was not broken by this arrangement, turns out the limit is on the bonus size, it seems thus I had 7 x 10% regen bonuses...

 

Once more thank you so much

 

Sue

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37 minutes ago, MsSmart said:

I had always believe you could had more than 5 same size buffs, as long as they were not more than 5 of the same IO type,

That's close, but it's five of the same name buff. Luck of the Gambler is "Luck of the Gambler: Increased Recharge", and Shield Wall is "Huge Recharge Bonus", so you can have five of each. And you can have different sets that give, say, "Minor Smashing resistance", but they are different values because the sets are different rarities, so you can only use five of the bonuses.

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