MMO News and theorycrafting for advanced MMO gamers. News and articles that relate to your gameplay. World of Warcraft, SWTOR, Guild Wars 2, Rift, TERA, Eve Online, Star Wars the Old Republic, Diablo3, The Secret World and all Western AAA MMOs

Your login from any MMO-Mechanics forum or site will work here.

Hello There, Guest! Register

Thread Closed 
Immortal | Defense Compendium | A Tank's Guide To The Galaxy
01-28-2012, 06:13 AM
Post: #167
RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
(01-28-2012 03:07 AM)Fraser Wrote:  
(01-27-2012 01:40 PM)Hustletron Wrote:  EDIT: And can someone fill me in on Accuracy? I feel a little silly not understanding but if I have over 100% accuracy shouldn't that mean I won't ever miss? I understand the tooltip however, I don't understand what they are basing the percentages off of exactly. If something is OVER 100% then that would yield X results and depending on how much OVER 100% would dictate the degree of X Result, but you'll always get X result because it's over 100% where X is the enemy cannot defend your attack and depending on how much over 100% you have you hit for harder.

While having accuracy under 100% allows the enemy a chance to defend but the closer you are to 100% the less likely the enemy is to defend against your attack.

Does that make sense?

To start with your basic attack (in this case assualt or strike) has a base 90% chance to hit, everything else has a base 100% chance to hit.

This chance to hit is modified by the enemy defense and your accuracy. Enemies are currently thought to have somewhere between 8% and 10% base chance to defend against your attacks, any accuracy you have reduces this. So if you have 5% accuracy (148 rating) the enemy will have a modified chance to defend of 3%, meaning it will defend on average 3% of your special attacks (basically everything you do) and 13% of your basic strikes (assault/strike).

Any accuracy over and above a mobs base chance to defend would be essentially wasted for PvE. PvP is a different story as players do not always have a set quantity of defense, however in most cases, unless you're trying to be a tank buster, you probably won't need much more than 5% or 6% to overcome base values.

Does this clarify things any?

EDIT: On the topic of intercede, if I'm reading the ability data at torhead correctly, huddle only transfers the damage reduction and not the threat reduction. Which, is actually something of a pity, because while it means that going deep vengeance is actually that much more viable as a tank spec it also means that full vengeance dps has no threat drop ability, which is something that's kinda nice to have on a melee dps class.

On another note, I'm really going to have to start using intercede more often, because its a 25% threat reduction for your target, which is pretty damn good, especially late in the fight.

That does make sense yes, thanks for clearing that up. It also helps me at least to clarify why there is a need for 120% total accuracy.

Also thanks for your input on the Intercede topic.

Hustletron - 50 Juggernaut - Belgoth's Beacon
Find all posts by this user
Thread Closed 


Messages In This Thread
RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy - Hustletron - 01-28-2012 06:13 AM

Forum Jump:


User(s) browsing this thread: 1 Guest(s)