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Accuracy and Force Attacks for Sorcs
06-22-2012, 04:28 AM
Post: #1
Accuracy and Force Attacks for Sorcs
Hoping that the more experienced here can clear up.

Up until now I've been under the impression that accuracy has no impact on force attacks by sorcerers . All force attacks hit 100% of the time and additional accuracy, over 100%, does not increase the damage they do.

I've tested this out multiple times in the past and have always seen consistent behavior.

However today I had a discussion with someone who claimed that since 1.2 all energy and kinetic force attacks (force lightning, crushing darkness, lightning strike and [I believe] chain lightning) are now helped by accuracy due to the extra acting like spell penetration .

I tested this on an operations target dummy and saw absolutely no effect, but he said that dummy's don't work for that and only a boss would work. I also tested it on the primal destroyer or world destroyer or whatever is name is on Belsavis and he behaved the same as the target dummy.

The overall point was that he claimed the Black Hole Striker's MK-1 Motivator would be better for a sorc than the black Hole Force-Lords MK-1 System because the trade of 57 alacrity for 57 accuracy actually turns out better.

I am extremely skeptical of this, so I wanted to get some clarification.

So the question comes down to this: Does accuracy have an effect on a sorcerers abilities? and; Do operations training dummies behave differently that operations bosses?
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06-22-2012, 06:18 PM (This post was last modified: 06-22-2012 06:20 PM by Kaedis.)
Post: #2
RE: Accuracy and Force Attacks for Sorcs
Accuracy does not and has NEVER acted as spell penetration or armor penetration (this was a rumor that started in closed Beta when someone misinterpreted the tooltip on Accuracy, but somehow this particular rumor absolutely refuses to die). I've seen claims pop up every month or so from someone swearing their damage is being increased by it, but focused testing always demonstrates this blatantly false. Many times it's also claimed that it doesn't work on dummies (which makes ZERO sense). Usually what the person is seeing is the benefit of armor debuffs, not the benefit of Accuracy.

So ya, Accuracy is still 100% worthless for Sorcs. If that ever does change, trust me, it'll be in massive blinking red letters at the top of my compendium.

Even Angels must kill from time to time...
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06-23-2012, 08:10 AM
Post: #3
RE: Accuracy and Force Attacks for Sorcs
Thanks.

I had assumed that what you said was still the case, but wanted confirmation.

This guy was so convinced that it helped and was so convinced that it only worked on ops bosses as opposed to world bosses or target dummies. As you said, that claim seem completely asinine, but he was so sure that I wanted some additional confirmation that I wasn't losing my mind.

Thanks again.
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06-27-2012, 04:55 PM
Post: #4
RE: Accuracy and Force Attacks for Sorcs
(06-22-2012 06:18 PM)Kaedis Wrote:  So ya, Accuracy is still 100% worthless for Sorcs.

Theoretically (also since Im a smart ass), Accuracy will work advantageously to those dps-sorcs who uses Saberstrike, Thrash and Tumult alot....Tongue

ex-Warlock now-Sorc: likes the several powerful 'Health Funnels', disappointed by the weak 'Drain Life' available.
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06-27-2012, 06:50 PM
Post: #5
RE: Accuracy and Force Attacks for Sorcs
Well, that "theoretically" is pretty solidly undisputed at the moment. In 6 months I've never yet seen any indication that Force effects can benefit from Accuracy, excluding the 3 PC effects that grant 2% Force/Tech resist (and aren't anywhere close to worth gearing for).

And any Sorc using melee attacks needs their head checked. Unlike every other AC, our primary stat (Willpower) does not apply to our secondary attack category (Melee), so our Melee Damage Bonus is going to be nothing but our Power multiplied by 0.23 (so maybe 100-150 max). Our melee abilities can be thrown away.

So ya, let's try not to derail the conversation with smart ass remarks.

Even Angels must kill from time to time...
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04-17-2013, 08:09 AM
Post: #6
RE: Accuracy and Force Attacks for Sorcs
With 2.0, DPS Sorcerers now have to add accuracy to prevent resists. On test there wasn't a lot of difference between 109% and 110%, but I was curious if anyone has crunched the new numbers yet?

Been pretty curious to see new recommended stat rating goals, specifically for full Madness sorc, but it seems like most of the number crunchers haven't posted in awhile.

Any help here sorcs?

Zia Jedisbane - Sith Pureblood Sorcerer
<Interdictor>
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04-18-2013, 02:49 AM
Post: #7
RE: Accuracy and Force Attacks for Sorcs
Stolen from my guildmate Elidhus review of Sages in 2.0 (PTS Information)

Accuracy:
Firstly i'd like to briefly cover the implementation of the accuracy/resist system for sages/sorcs. I believe that this is a good change for the gearing system for force users as this system has been present in other previous MMORPG's as hit/spell hit. From what I have researched doing parses on the PTS, the resist mechanic occupies part of the combat table and I think it equates to 10% before talents/skills/gear. Therefore sages will need to acquire 6% accuracy from gear which is roughly 435 Accuracy rating. This is because we already get 3% from the “Inner Strength” talent at the bottom of the telekinetics tree and 1% from companions. Once you reach this accuracy level your abilities have a 0% chance to be resisted. However, if you do not reach that level, your abilities have a chance to be completely mitigate and not affect the target at all. This means that if I cast Force in Balance on the target and it is resisted, then the target does not suffer any damage and is not effected by the Force Suppression debuff stacks.
This is exactly why I believe that hitting the 10% mark is the most important secondary stat for sages as of 2.0.
With abilities like Telekinetic Throw the chance to resist is rolled on each of the 4 ticks, so even if you resist the first you may well hit with all others. This occurrence isn't a big deal because all you lose is the damage from 1 TT tick, the chance to proc POM and some force regen. However, having your Force in Balance resisted with it's 15sec cooldown would mean losing out on the full damage from both the initial hit and the increased DoT damage from force suppression stacks. This IS a big deal!
I did a 30min parse on the lvl 55 Ops dummy on fleet and only spammed TT for the full duration(yes my hand hurts). I had removed all of my accuracy gear leaving me with 104% accuracy from talents and companion. The results: http://www.torparse.com/a/140582/6/0/Damage+Dealt
The results show that over a period of 30mins and 2499 ticks of TT that 6.2% of those ticks “missed” or were “resisted” and did not land on the target. Allowing for a few outlying iterations, I believe the resist chance to be 6%, thus confirming my initial theory.
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