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Genuinely confused about the deep science testing of enemies buffed ITF with different builds .. help


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Posted

AFAIK, once an attack hits, any DoT from that attack will not require further ToHit checks. Toggled Auras are things that get repeated ToHit checks. Some pseudo-pets obviously make subsequent attacks (with ToHit checks) and I think there are a small number of powers that leverage something like a pseudopet to randomly try to do damage. Those things shouldn't be part of the players' streakbreaker(s)... I think every critter that can attack gets to benefit from streakbreaker (henchmen do).

 

Also AFAIK, any non-guaranteed child effects (from a successful attack) don't factor into streakbreaker at all, those chances belong to the power not the player/critter so I don't know why they would.

 

Many of these above are all rolls on the RNG of course... but from players who have shared logs of their own roll results we've seen a remarkably flat distribution... which was how it was designed. It would be worse for all of us if it didn't give flat results! I have no complaints about the RNG, it is more that I think the implementation of streakbreaker is the confounding factor at least for characters with typical 95% ToHit chances on all attacks, because those characters REALLY don't want to miss.

 

I also don't entirely blame the live devs for implementing streakbreaker... it was more-or-less an attempt to shortcut any complaints that the RNG is being unfair w.r.t. combat. I do think that the choices of cutoffs are weird... for example: given a 50-50 chance ToHit, there is a 6.25% chance of four consecutive misses... and a 3.13% chance of a fifth miss (that streakbreaker forces to be a hit). But for 95%, streakbreaker's trigger after 1 miss (on the second roll) is only 0.25% to have been a second consecutive miss (the first one had a chance of 5%). It is hard to convince folks that the flat RNG is being fair when streakbreaker is often jumping in, especially at the ToHit ceiling. I feel like it would have been easier to convince players about RNG by not included streakbreaker but instead include direct logging of all RNG rolls, or at least all ToHit rolls if that is what streakbreaker is supposed to address.

 

I apologize for rambling about this... I feel like I started thinking about this when I had trouble figuring out why AoE attacks against large spawn sizes (up to 8 grays, clustered close enough in the area-of-effect) seemed to be generating more than one MISS message too often for my taste. I grew bored collecting and analyzing data for the 'power' side of the hypothesis I was testing: I used AoE to get many rolls at once, and I didn't have the stamina to keep executing single-target attacks. Ultimately I collected enough data to 'disprove the null hypothesis' I had chosen, but not with enough power to convince anyone (myself included)... so I could be wrong!

 

 

Posted (edited)
21 hours ago, Warboss said:

I see you're using Incinerate. Is it possible that the DoT is causing the issue? The "continuous hit" messing with the proc timer. Maybe replace with Fire Sword on a fast recharge and see what that does?

does DoT on anything mess with procs from moves aside from the one that causes DoT? incinerate is slotted with S gauntleted fist, and the resist proc is in GFS but I didnt know if DoT could affect other moves like that

Edited by R jobbus
Posted

I don't know all the mechanics for procs. But since timing is involved, I could see how an extended affect could mess with the cut off time (when the effect finishes). Which is why I was suggesting trying a power the didn't have the DoT as the main damage (I think most FM attacks now provide a chance for additional fire damage).

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