Noizic 0 Posted December 1, 2009 Share Posted December 1, 2009 Okay so there are like 5-6 item mods that practically do the same thing. Attack value X+ (base) Attack value X%+ Chance that opponents cannot evade attacks +X% Opponent's defense value -X% Cannot Evade +X% Opponent's chance to evade -X% I don't know but the 3rd and 5th seem the same to me but according to wiki one was a blue mod and the other gold. Anyway, my wondering is if one should balance them all. I have no issue with hit rate (just started playing my Shadow Warrior that has about 130 to 170% base hit chance without Combat Arts lol..) it's just general interest. For example, what I wonder in theory about Chance that opponents cannot evade attacks +X% is that if you would have 100% all your attacks will always hit, regardless of their defense. I have about 20% of this at the moment which would mean 1/5 of my hits has a 100% to hit even bosses etc etc.. The second one is Opponent's chance to evade -X%. In theory, with -100% they have no evade which mean I would need about 1 attack base and I would always hit right? Unless the formula of hitting has evade and defense as separate factors against an enemy. If you combine this with Opponent's defense value -X% I would assume you would always hit your enemies.. I guess this would be easier if someone who could enlighten me with the formula of hitting enemies. Link to comment
gogoblender 3,072 Posted December 1, 2009 Share Posted December 1, 2009 It's interesting that there's so many of them, I wish I knew more about how they are distinct from each other.... I have found anti evasion rings to be the best yield for socket... just one can increase your cth by a huge amount. I wouldn't waste time on any of the others and just focus on that one. As well, I stopped trying to understand which of them could possibly do more depending on x and x circumstances... I just drop them into the CTH Calculator... voila... instant answer. gogo p.s. Great seeing you here Noizic, welcome mate Link to comment
Noizic 0 Posted December 2, 2009 Author Share Posted December 2, 2009 It's interesting that there's so many of them, I wish I knew more about how they are distinct from each other.... I have found anti evasion rings to be the best yield for socket... just one can increase your cth by a huge amount. I wouldn't waste time on any of the others and just focus on that one. As well, I stopped trying to understand which of them could possibly do more depending on x and x circumstances... I just drop them into the CTH Calculator... voila... instant answer. gogo p.s. Great seeing you here Noizic, welcome mate Thanks. Ya I figure I should register here, seems like a very good forum Anyway, I guess I will focus mostly on anti-evade and -enemies' evade. Link to comment
ka243 3 Posted December 2, 2009 Share Posted December 2, 2009 (edited) I would focus only on enemy cannot evade (if you need more hit chance). I think that's the one that gives the most effect. I also think its the highest "class" mod (gold?) while the others are lower quality. Edited December 2, 2009 by ka243 Link to comment
chattius 2,534 Posted December 2, 2009 Share Posted December 2, 2009 I think 'Cannot Evade +X%' is 'sichere Treffer' in german which translates back to sure hits. I was trying to understand these modifiers, and it looks like: For the sure hits there are 2 theories: Theory A: The final CtH is calculated in 2 steps: First a intermediate CtH is calculated without these sure hits. In a second step 100% are splitted to 30% sure hits and 70% unsure. Then these 70% unsure hits use the intermediate CtH formula for their hit chance. Then both probabilties are added. Theory B: Intermediate CtH and sure hits are directly added. But I did the tests nearly a year ago. Try to get a CTH near 300-400% (bronze) without sure hits. Add several rings with sure hits. If the CtH raises then it is most probably Theory B if it falls then most probably Theory A. (because the sure part has 'only' 100% hit chance while the unsure one has 300-400) Link to comment
chrissy13 0 Posted January 17, 2010 Share Posted January 17, 2010 I am kind of new to the game, and I'm use to games that either use your skill for hit%(fps/tps) or it is tied into the weapon. My ? is what amount of attack value equals a good hit% for a given character level? I hope that I stated the ? so that people can understand it. Thanks(btw this is my first post). Link to comment
gogoblender 3,072 Posted January 17, 2010 Share Posted January 17, 2010 Hi Chrissy, saw your post on it's own and tied it into this one... this topic is a good read, full of juicy info about how to see your cth and use the calculator properly. Great having you here on the boards, welcome to DarkMatters! gogo Link to comment
claudius 104 Posted January 17, 2010 Share Posted January 17, 2010 - evasion and chance can't evade are the most powerful... A mixture of the two is best because they have diminishing returns.. In fact I find weapon choice is only for the purpose of speed as those mods are so powerful you don't need the +attack.. Link to comment
colif 36 Posted January 18, 2010 Share Posted January 18, 2010 Chance cannot evade also seems to have smaller values on items since it essentially means a guaranteed hit, as mentioned by Chattius. It is also harder to find than Opponents chance to evade, so you are lucky to have a double digit figure over 20 with it. I noticed a complete lack of these stats on my latest Shadow Warrior, its funny fighting something that has a higher chance to hit than you, but only just. Lets just both stand here swinging and hitting air. Link to comment
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