shortguy on indom Posted Friday at 02:32 AM Posted Friday at 02:32 AM 55 minutes ago, Maelwys said: 48% is the Base Hit Chance of this power against the enemy level you've selected at the top. It includes each Power's inherent "Accuracy" (which is 1.00 in the case of Fire Sword) yes it is the basehitchance of a +3 level power with no accuracy enhancements and no global enhancements. it's as i have shown above. 58 minutes ago, Maelwys said: Versus an even-level foe, the Base Hit Chance of a power with regular 1.00 Accuracy is 75%. Versus +3s the Purple Patch will reduce this to 0.65*0.75=0.4875; which is where that 48% figure is coming from after things are rounded/truncated agree. the (48%) in parenthesis is showing its a +3 level difference look at the table in the link i posted earlier. same idea. 1 hour ago, Maelwys said: 101.5% is the Current Hit Chance of the power; after it's been adjusted for any Accuracy Slotting and Set Bonuses and ToHit Buffs that Mids knows about and that are currently flagged as activated. Whenever this figure reaches 95% you should have a Capped Hit Chance against enemies of the selected level (providing that Mids accuracy values for the power in question are correct; and that the enemy's defence is not being buffed nor your ToHit chance debuffed!). negative. it's as i have shown above in previous post, it seems like you are mistaking the power's accuracy after acc enhancements + globals for BaseHitChance. PvP Capture the Flag! Bring some fun into it....
shortguy on indom Posted Friday at 02:49 AM Posted Friday at 02:49 AM MIDS REBORN IS NOT MY PROGRAM, MAYBE ASK THOSE FOLKS... IF YOU ARE GOING TO USE IT. NOT SURE I CAN HELP AT THIS POINT. GO INTO MIDS NEW BUILD CHOOSE LEVEL +3 PICK AN ATTACK POWER IT WILL SHOW (48%) ADD A SINGLE ACC IO OF 42% THE ATTACK POWER WILL NOW SHOW THE VALUE OF = 42% * (THE POWERS INHERENT ACC%) NOTE: .....POWER'S INHERENT ACC IS USUALLY BETWEEN 0.8 AND 1.2 THIS IS THE ACCMOD. REPORT BACK IF YOU WANT. NO WORRIES, JUST TRYING TO HELP FOLKS UNDERSTAND. PvP Capture the Flag! Bring some fun into it....
shortguy on indom Posted Friday at 05:13 AM Posted Friday at 05:13 AM 3 hours ago, Maelwys said: However when planning for "Advanced Difficulty" content you'll need to factor in the additional defence buffs in play - foes in 4 Star content get an extra flat +30% Def buff which means you'll need to aim for 125% in Mids rather than 95%. SORRY BUT NO, HITCHANCE IS CLAMPED, I.E LIMITED BETWEEN 5% AND 95%. THERE CANNOT BE 125% HIT CHANCE, EITHER IN GAME OR MATHEMATICALLY. PvP Capture the Flag! Bring some fun into it....
Maelwys Posted Friday at 08:32 AM Posted Friday at 08:32 AM (edited) 6 hours ago, shortguy on indom said: negative. it's as i have shown above in previous post, it seems like you are mistaking the power's accuracy after acc enhancements + globals for BaseHitChance. Toggle on a Kismet or Tactics and check the figure listed. (Spoiler alert: it rises) The larger of the two accuracy figures listed against each powers in Mids is in fact the estimated Final Hit Chance, including active ToHit buffs. The smaller of the two figures is the original Base Hit Chance. Mids has been intentionally coded this way in order to simplify the planning of attack accuracy slotting. And if for some reason you don't believe me after confirming this with your own eyes then by all means double check with the Mids Devs... however it's been clarified many times before. Quote SORRY BUT NO, HITCHANCE IS CLAMPED, I.E LIMITED BETWEEN 5% AND 95%. THERE CANNOT BE 125% HIT CHANCE, EITHER IN GAME OR MATHEMATICALLY Within the game itself Final HitChance is indeed clamped at the point of attacking. However Mids displaying an unclamped value and allowing you to work off that (rather than simply clamping the figure at 95%) is much more useful for planning out your character. BECAUSE it's the estimated Final Hit Chance, getting that larger accuracy figure in Mids to show a value of over 95% represents a "buffer" of excess ToHit chance that your character has available to them which can directly offset the effects of any Defence buff on the foes you're facing (and/or any ToHit debuffs that are active on you after they make it through your debuff resistances). Such as that blanket +30% Defense buff that gets granted to all enemies in 4Star content. Note that in older versions of Mids it was possible for you to directly hard code a default "Base Accuracy" figure within the Configuration screens. However this was removed in recent versions in favour of introducing the clickable enemy level slider. Nowadays you don't need to follow the above + look up the appropriate modifier yourself and manually hardcode them into the config screen - instead just change the enemy level slider to +4 and Mids will automatically populate the formula for you and display an appropriate estimated Final Hit Chance figure within each attack. Edited Friday at 08:59 AM by Maelwys
Sovera Posted Saturday at 12:05 AM Posted Saturday at 12:05 AM 21 hours ago, shortguy on indom said: MIDS REBORN IS NOT MY PROGRAM, MAYBE ASK THOSE FOLKS... IF YOU ARE GOING TO USE IT. NOT SURE I CAN HELP AT THIS POINT Also, and unrelated, but this font hurts my eyes. Y u do dis to me? 2 - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
shortguy on indom Posted Saturday at 03:32 AM Posted Saturday at 03:32 AM FOUND WHAT THE ISSUE IS WITH MIDS... AccMods = the power's inherent Accuracy × (1.0 + the power's Accuracy Enhancements + all global Set Accuracy bonuses) MIDS IS USING THE 'BASEHITCHANCE' TABLE VALUES FOR ITS ACCMODS (POWER ACCURACY) VALUES. AS SHOWN BELOW. ISSUE IS THAT MIDS IS SUBSTITUTING THE BASEHITCHANCE VALUES FROM THE TABLE BELOW FOR "THE POWER'S INHERENT ACCURACY" IN THE ACCMODS FORMULA. Level-Based BaseHitChance for Players Attacking Critters Critter's Relative Level BaseHitChance –4 95% –3 90% –2 85% –1 80% 0 75% +1 65% +2 56% +3 48% +4 39% +5 30% +6 20% +7 8% WILL POST UP EXAMPLES TOMORROW. SNOWSTROM SHOVELING, SHOT. WRONG EXAMPLE AT +0 Default Radiation Blast: Neutrino Bolt (Note: Neutrino Bolt does -12.5% DefDebuff) +59.62% Accuracy Enhancement +75% Global Accuracy set-bonuses AccMods = the power's inherent Accuracy × (1.0 + the power's Accuracy Enhancements + all global Set Accuracy bonuses) = 0.75 * (1 + 0.5962 + 0.75) = 0.75 * (2.3462) = 1.75965 (Note: answer as MIDS = 1.76) WRONG EXAMPLE AT +3 AccMods = the power's inherent Accuracy × (1.0 + the power's Accuracy Enhancements + all global Set Accuracy bonuses) = 0.48 * (1 + 0.5962 + 0.75) = 0.48 * (2.3462) = 1.126176 (Note: Same answer as MIDS = 112.6%) CORRECT is below. EXAMPLE AT +0 Default Radiation Blast: Neutrino Bolt (Note: Neutrino Bolt does -12.5% DefDebuff) +59.62% Accuracy Enhancement +75% Global Accuracy set-bonuses City of Data 2.0 says Accuracy for Neutrino Bolt = 1.0 AccMods = the power's inherent Accuracy × (1.0 + the power's Accuracy Enhancements + all global Set Accuracy bonuses) = 1 * (1 + 0.5962 + 0.75) = 1 * (2.3462) = 2.3462 (Note: answer as MIDS = 1.76) HitChance: given: BaseHitChance at +0 Level = 0.75% Leadership: Tactics (adds +18.02% ToHitBuff) Neutrino Bolt does -12.5% DefDebuff HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ) = 2.3462 * (0.75 + 0.1802 - (-0.125)) = 2.3462 * (1.0552) NOTE: 1.0552 IS CLAMPED TO 0.95 = 2.3462 * (0.95) = 2.22889 NOTE: 2.22889 IS CLAMPED TO 0.95 = 0.95 PvP Capture the Flag! Bring some fun into it....
shortguy on indom Posted Saturday at 03:36 AM Posted Saturday at 03:36 AM WILL POST SCREENSHOTS FROM MIDS TOMORROW. LONG DAY. PvP Capture the Flag! Bring some fun into it....
Maelwys Posted Saturday at 08:30 AM Posted Saturday at 08:30 AM (edited) 5 hours ago, shortguy on indom said: FOUND WHAT THE ISSUE IS WITH MIDS... AccMods = the power's inherent Accuracy × (1.0 + the power's Accuracy Enhancements + all global Set Accuracy bonuses) MIDS IS USING THE 'BASEHITCHANCE' TABLE VALUES FOR ITS ACCMODS (POWER ACCURACY) VALUES. AS SHOWN BELOW. ISSUE IS THAT MIDS IS SUBSTITUTING THE BASEHITCHANCE VALUES FROM THE TABLE BELOW FOR "THE POWER'S INHERENT ACCURACY" IN THE ACCMODS FORMULA. WRONG EXAMPLE AT +0 Default Radiation Blast: Neutrino Bolt (Note: Neutrino Bolt does -12.5% DefDebuff) +59.62% Accuracy Enhancement +75% Global Accuracy set-bonuses AccMods = the power's inherent Accuracy × (1.0 + the power's Accuracy Enhancements + all global Set Accuracy bonuses) = 0.75 * (1 + 0.5962 + 0.75) = 0.75 * (2.3462) = 1.75965 (Note: answer as MIDS = 1.76) This is really far less complicated than you're making things out to be: Mids has an internal database that lists Inherent Accuracy for each power. Neutrino bolt is 1.00 (correct as per CoDv2) This is used to calculate the estimated Final Hit Chance as below (same example power + acc slotting + set bonuses that you used, same total displayed e.g. 176%): Whenever the Enemy Level Slider is changed, the appropriate Purple Patch scaling is applied and you can see the estimated Final Hit Chance change accordingly: Note the 91.5% figure in bottom left. This is NOT AN ACCMODS FIGURE, IT IS THE ESTIMATED FINAL HIT CHANCE. It is also pretty much bang-on accurate to what you will see in game: Predicted Final Hit Chance in Mids vs a +4 with that slotting = 91.50% Actual Hit Chance in the Game vs a +4 with that slotting = 91.50% Caveat: This all only holds up providing that the power you're looking at has the correct mods in Mids' Database (since as I mentioned previously, this database gets wobbly in a few places - Epic Blasts especially as they're often copied/pasted from other powersets where additional inherent accuracy bonuses exist!) Edited Saturday at 08:47 AM by Maelwys 2 1
Snarky Posted Saturday at 11:30 AM Posted Saturday at 11:30 AM 2 hours ago, Maelwys said: This is really far less complicated than you're making things out to be: Mids has an internal database that lists Inherent Accuracy for each power. Neutrino bolt is 1.00 (correct as per CoDv2) This is used to calculate the estimated Final Hit Chance as below (same example power + acc slotting + set bonuses that you used, same total displayed e.g. 176%): Whenever the Enemy Level Slider is changed, the appropriate Purple Patch scaling is applied and you can see the estimated Final Hit Chance change accordingly: Note the 91.5% figure in bottom left. This is NOT AN ACCMODS FIGURE, IT IS THE ESTIMATED FINAL HIT CHANCE. It is also pretty much bang-on accurate to what you will see in game: Predicted Final Hit Chance in Mids vs a +4 with that slotting = 91.50% Actual Hit Chance in the Game vs a +4 with that slotting = 91.50% Caveat: This all only holds up providing that the power you're looking at has the correct mods in Mids' Database (since as I mentioned previously, this database gets wobbly in a few places - Epic Blasts especially as they're often copied/pasted from other powersets where additional inherent accuracy bonuses exist!) i am starting to understand! 1 1
Maelwys Posted Saturday at 09:07 PM Posted Saturday at 09:07 PM (edited) On 1/4/2025 at 11:30 AM, Snarky said: i am starting to understand! Glad someone is... 😜 FWIW, for anyone who is still managing to follow all this rubbish and hasn't quite pulled all their hair out yet... the calculations that @shortguy on indom has been throwing out are valid examples of CoH's ToHit calculation. However they're assuming that the figure listed beside the "Accuracy" label within Mids is AccMods, whenever it's instead actually an estimation of HitChance which has not yet been clamped at 95%. "Accuracy" in Mids terminology is a useful indicator of what most people actually want to know whenever they ask the question of "how accurate can I expect this power to be against my enemies". It eliminates the need for you to memorize any formulas or modifier lists - all you need to remember is to "aim for 95% or above". Some light math stuffs follows. If your brain is currently seeping out your earlobes; then feel free to ignore the rest of this post + just remember to aim for an 'Accuracy' of 95% or above on each attack within your Mids builds. Reworking the previous example for "Neutrino Bolt" (which has an Inherent Accuracy Modifier of 1.00) With 100% Base Accuracy plus +59.62% Accuracy Enhancement and +75% Global Accuracy set-bonuses; versus +0 mobs (75% Base ToHit chance): AccMods = the product of all Accuracy multipliers = 1.00 * (1.00 + 0.5962 + 0.75) = 1 * (2.3462) = 2.3462 HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ) = Clamp( 2.3462 × Clamp( 0.75 + 0 – 0 ) ) = Clamp( 1.75965 ) So BEFORE THAT FINAL CLAMPING OCCURS (ensuring it's always at a minimum of 5% and a maximum of 95%) the estimated Final Hit Chance is 1.75965, or 176%. And 176% is exactly what is given next to the "Accuracy" label in Mids. I am not a Mids Reborn Dev (although I WAS roped in a little bit during the original iteration of the program back on the UK boards circa 2007)... however I very much suspect that the reason that Mids Reborn doesn't clamp each power's listed 'Accuracy' figure at 95% is because it makes it far easier for someone to make adjustments to their slotting whenever you can see exactly how far each power is currently overshooting the "hit chance softcap". (And as mentioned previously, it also allows you to work out how effective your build will be against enemies that possess additional +Defense buffs... such as the likes of Vengenced Nemesis, Moment-of-Glory'ing Paragon Protectors, and any HardMode content set to 2-Star or above...) A very common use case here is min/maxers who use Mids to tweak their build so that each of their powers has *just* enough accuracy to bring it over the 95% HitChance threshold vs +3 enemies; and then utilise any remaining enhancement slots for as many damage procs as they can fit. Edited 7 hours ago by Maelwys 2 1
shortguy on indom Posted Saturday at 10:20 PM Posted Saturday at 10:20 PM Please notice that there are no ToHit powers turned on, on this screenshot. So, the figure listed cannot be calculation HitChance until I turn on say, Leadership: Tactics. At this point, all MIDS can do is calculate ACCMOD. EXAMPLE AT +0 Default Radiation Blast: Neutrino Bolt (Note: Neutrino Bolt does -12.5% DefDebuff) +59.62% Accuracy Enhancement +75% Global Accuracy set-bonuses AccMods = the power's inherent Accuracy × (1.0 + the power's Accuracy Enhancements + all global Set Accuracy bonuses) = 0.75 * (1 + 0.5962 + 0.75) = 0.75 * (2.3462) = 1.75965 (Note: answer as MIDS = 1.76) In the screenshot below, Leadership: Tactics is now turned on. Now the MIDS program has the variable it needs to calculate ChanceToHit. Notice the answer has now changed from 176% to 218.2% ChanceToHit is what MIDS is calculating. (I said it was not. I am wrong). (And said it was not BaseToHitChance because I cannot replicate this answer). What I am saying is that since it is calculating ACCMOD part of the calculation wrong, the ChanceToHit is wrong. 218.2% is not the correct value for ChanceToHit. The MIDS program seems to using the incorrect the power's inherent Accuracy value based on whatever the Level of enemies are user chosen in MIDS. PvP Capture the Flag! Bring some fun into it....
shortguy on indom Posted Saturday at 10:27 PM Posted Saturday at 10:27 PM (edited) CAN YOU PLEASE POST A CALCULATION WHICH REPLICATES A MIDS VALUE AS SHOWN ON ONE OF YOUR SCREENSHOTS WITH THE VARIABLES NEEDED FOR IT? AM VERY CURIOUS ON HOW YOU ARE COMING UP WITH YOUR ANSWERS. THIS WAY I CAN SEE WHAT IS GOING ON. POSTED WHAT I THOUGHT ABOVE, MY REASONING, MY ERROR IN MISTAKING AND I STAND BY MY CLAIM THAT MIDS IS CALCULATION THIS IN ERROR UNTIL PROVEN OTHERWISE. Edited Saturday at 10:31 PM by shortguy on indom ADDED WORDS. PvP Capture the Flag! Bring some fun into it....
shortguy on indom Posted Saturday at 10:39 PM Posted Saturday at 10:39 PM (edited) 1 hour ago, Maelwys said: AccMods = the product of all Accuracy multipliers = 1 * (1.00 + 0.5962 + 0.75) = 1 * (2.3462) = 2.3462 HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ) = Clamp( 2.3462 × Clamp( 0.75 + 0 – 0 ) ) = Clamp( 1.75965 ) So BEFORE THAT FINAL CLAMPING OCCURS (ensuring it's always at a minimum of 5% and a maximum of 95%) the estimated Final Hit Chance is 1.75965, or 176%. And 176% is exactly what is given next to the "Accuracy" label in Mids. I BELIEVE THE CLAMPING YOU ARE SHOWING IN THE FORMULA ABOVE APPEARS TO BE INCORRECT. FORMULA VALUES ARE ONLY SUBJECT TO "CLAMPING" IF OUTSIDE 5-95% THER ARE 2 SEPARATE CLamps. IF BASE HITCHANCE IS CLAMPED BETWEEN 5% AND 95% WHY WOULD mids SHOW 176% ? Edited Saturday at 10:41 PM by shortguy on indom ADDED WORDS. PvP Capture the Flag! Bring some fun into it....
shortguy on indom Posted Saturday at 10:45 PM Posted Saturday at 10:45 PM BTW, I DO ENJOY THE CONVERSATION, NO MALICE OR ILL-WILL. JUST LIKE TO LEARN. 1 PvP Capture the Flag! Bring some fun into it....
Maelwys Posted Saturday at 11:13 PM Posted Saturday at 11:13 PM (edited) 1 hour ago, shortguy on indom said: I BELIEVE THE CLAMPING YOU ARE SHOWING IN THE FORMULA ABOVE APPEARS TO BE INCORRECT. IF BASE HITCHANCE IS CLAMPED BETWEEN 5% AND 95% WHY WOULD mids SHOW 176% ? As far as I am aware you believe wrongly. This is backed up by in-game testing (see my previous post which showed me using Neutrino Bolt with the slotting and set bonuses you previously specified against a +4 foe in the RWZ, and getting exactly the same ToHit chance in the game itself as Mids predicted against a +4 foe). Because whenever the BaseHitChance is 75% (vs even level foes) and the active +ToHitMods and DefMods are zero; the value that you will be trying to clamp is "75%". 75% is already between 5% and 95% and therefore clamping it will have no effect. In this case the formula will first reduce to HitChance = Clamp (AccMods x 0.75). Mids' listed 'Accuracy' value is an unclamped estimated HitChance, which means it should be a figure equal to (AccMods x 0.75) Earlier we worked out AccMods to be 2.3462 (with +59.62% Accuracy Enhancement Slotting within Neutrino Bolt itself plus +75% Accuracy Set Bonuses!) This results in a Mids Accuracy Value = (2.3462 x 0.75) = 1.75965 = "176%". Edited Saturday at 11:51 PM by Maelwys 1
Maelwys Posted Saturday at 11:47 PM Posted Saturday at 11:47 PM (edited) 2 hours ago, shortguy on indom said: Please notice that there are no ToHit powers turned on, on this screenshot. So, the figure listed cannot be calculation HitChance until I turn on say, Leadership: Tactics. At this point, all MIDS can do is calculate ACCMOD. The BaseHitChance against even level foes (which you have selected in the top "Enemy relative level" dropdown box in Mids) is 75%. The fact that you're not yet adding any personal +ToHit buffs "ToHitMods" or subtracting any enemy Defence buffs "DefMods" from it is irrelevant. (And Mids won't know about any enemy Defence buffs anyway. That's the whole point of it not clamping the final HitChance value!) So of course Mids can calculate its unclamped HitChance... ...it'll be AccMods x Clamp(0.75 + 0 - 0) which reduces to AccMods x 0.75 2 hours ago, shortguy on indom said: In the screenshot below, Leadership: Tactics is now turned on. Now the MIDS program has the variable it needs to calculate ChanceToHit. Notice the answer has now changed from 176% to 218.2% ... 218.2% is not the correct value for ChanceToHit. Your Tactics is granting +18.02 ToHit. That makes the equation HitChance = Clamp(AccMods x Clamp (0.75 + 0.1802 - 0)) which reduces to Clamp(AccMods x 0.9302) And since we already know from earlier that AccMods = 2.3462 that results in: HitChance = Clamp(2.3462 x 0.9302) = Clamp(2.18243524) Therefore since Mids displays an unclamped HitChance, it is correctly spitting out an estimated HitChance of 218% Clamp that 218% figure at 95% and that's your actual "chance to hit" in the game, providing no additional ToHit debuffs or Defense buffs come into play. Again, this isn't rocket science, it's a very straightforward substitution of a few variables into a predefined formula. And from what I can tell Mids is getting things completely correct here providing that you remember that it is intentionally not clamping that final Hit Chance at 95% for you. Edited yesterday at 12:37 AM by Maelwys 1
shortguy on indom Posted 22 hours ago Posted 22 hours ago HOPING THIS LINK FROM THE AUTHOR OF THE FORMULA WILL HELP YOU SEE JUST HOW THE FORMULA WORKS, WITH "CLAMPING" AND A FEW EXAMPLES. Guide to (Tohit and) Defense v1.10beta - City of Heroes Forums MAYBE THEN CAN PUT THIS TO REST. PvP Capture the Flag! Bring some fun into it....
Maelwys Posted 20 hours ago Posted 20 hours ago (edited) 15 hours ago, shortguy on indom said: HOPING THIS LINK FROM THE AUTHOR OF THE FORMULA WILL HELP YOU SEE JUST HOW THE FORMULA WORKS, WITH "CLAMPING" AND A FEW EXAMPLES. Guide to (Tohit and) Defense v1.10beta - City of Heroes Forums MAYBE THEN CAN PUT THIS TO REST. That's just one of Arcanaville's many theses on Defense; dating from the rework in issue 7 which landed in June 2006. I was around at the time and keenly aware of the math even back then; taking part in various discussions in the UK boards on the ramifications of the Defence changes and how it affected our builds. Despite being on the other side of the pond us Brits were keenly aware of the US board antics; and a quick search shows I even linked to an earlier version of the very study you're pointing at as early as November 2006. None of it contradicts anything I wrote above. At this point I'm honestly not sure how I can make things any more transparent. I have quite literally used the given raw numbers from examples supplied by you; substituted them into the universally accepted CoH Hit Chance Formula using BRIGHTLY COLOUR CODED VARIABLE VALUES and gotten results which match the listed accuracy figure in Mids (here). And that listed Accuracy figure in Mids is also matching the in-game Hit Chance displayed in the combat log (here). If you still believe that the numbers are not making sense then unfortunately as far as I can tell that's an issue at your end; because from what I can see there are no outstanding discrepancies being highlighted here with either Mids or the above calculations. Edited 7 hours ago by Maelwys 1 1 1
Jacke Posted 19 hours ago Posted 19 hours ago On 1/4/2025 at 8:30 AM, Maelwys said: This is really far less complicated than you're making things out to be: I see @Maelwys has pointed out in their big post above how to use the MRB Enemy Relative Level setting. Put that on +3 (the usual relative value in +4 Content when the Toon has a Tier 3 or Tier 4 Alpha Boost) and that's most content handled. The major exception is Pets and Pseudopets, the vast majority of who do not benefit from the Caster's Global Buffs. They see +4 in +4 Content. For them I have 2 rules to simplify things: Slot Pet Powers with ED-capped Accuracy. If the Pet has Powers with less than 1.2 Base Accuracy, needs either Tactics or a source of -Def. For most Pets that don't benefit from Tactics (Trip Mine is one), they usually have 1.2 Base Accuracy. Illusion Control's Phantom Army does need -Def and other debuffs. 1 Remember! Let's be careful out there! City Global @Jacke, @Jacke2 || Discord @jacke4913 @TheUnnamedOne's BadgeReporter Popmenu Commands Popmenu including Long Range Teleport Available Zones Finding Your City Install Root on Windows for HC Launcher, Tequila, Island Rum
Mack008 Posted 1 hour ago Author Posted 1 hour ago On 1/4/2025 at 4:20 PM, shortguy on indom said: EXAMPLE AT +0 Default Radiation Blast: Neutrino Bolt (Note: Neutrino Bolt does -12.5% DefDebuff) I'm going to stick my toe in the water here... I hope you're not including the -12.5% DefDebuff in your calculation. It should not apply until after the target is hit by Neutrino Bolt. So it would affect any follow-on attacks but not the initial one. 1
Maelwys Posted 37 minutes ago Posted 37 minutes ago 27 minutes ago, Mack008 said: I'm going to stick my toe in the water here... I hope you're not including the -12.5% DefDebuff in your calculation. It should not apply until after the target is hit by Neutrino Bolt. So it would affect any follow-on attacks but not the initial one. This is completely correct. (Although it might be worth clarifying that this DefDebuff effect would be subjected to enemy debuff resistance and purple patch scaling the same as any Debuff effect...) And FWIW it's actually happening in my above combat log screenshot against the Comms Officer, as I got two Neutrino Bolt shots off on it. The first shot had the expected 91.5% Hit Chance; but the second shot (which would have been made whilst the target was under the effect of one DefDebuff stack) was capped at 95%.
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