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Immortal | Defense Compendium | A Tank's Guide To The Galaxy
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12-13-2011, 05:56 PM
(This post was last modified: 12-13-2011 06:59 PM by Elobi.)
Post: #9
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RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
(12-13-2011 11:31 AM)Phrozenn Wrote: Ah, my eyes just simply skimmed right over it saying BoP... fail on my part. Good point, I will make a Non-Biochemist consumeables section. [Fixed] (12-13-2011 02:41 PM)Angriff Wrote:Quote:Accuracy: Thats whatI meant, it will be corrected now, thanks for pointing it out. [Fixed] Funny you should mention it, because accuracy is actually alot more like expertise in wow than the name gives it credit for. Since Accuracy actually works like Expertise and Spell Penetration. You have a base chance of 100% to hit bosses with your special melee attacks, and 90% on normal Assualt | Strike attacks as mentioned earlier. Npc's have a 10 % base defense chance Meaning that with 0 Accuracy Rating you are still able to hit the boss, But the chance is greatly diminished. Since with no accuracy our basic attacks would, due to the bosses defence, only have a 80% chance to hit, which suddenly makes the likelyhood of us not getting focus, from a GCD spend alot higher. Besides Accuracy specific numbers, this holds true for our special attacks aswell. The reason we get 10% is to get 110% accuracy on our sepcial abilites, meaning that it overrules the targets defense, and to ensure that our Rage | Focus generating abiltites hit, since with no resources we aren't worth much. To cap our basic, and ensure a 100% hit chance, we would need an extra 10% Accuracy (i.e. 120 %). Accuracy Rating costs the same as Defense Rating and has the same diminishing returns, so instead of spending 215.5 (~216 Accuracy Rating(with talents) to get accuracy capped, we would have to spend 678.5 (~679) Accuracy Rating. Which is 463 Stat points we could have allocated in survival, instead of in Accuracy to boost the hit factor for 2 attacks. Figure the rest for yourselves
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