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To-hit bonus in RvR. This is how it works!
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Windwalkr
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Date Posted:
8/27/06 8:55am
Subject:
RE: To-hit bonus in RvR. This is how it works!
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Nice work Ghoda!
This also makes Battler an interesting thing to consider, as it's +10% To-Hit bonus proc would also then affect DPS more then previously expected? (And would be perhaps useful to offset penalties, or improve styles without a To-Hit.)
Interesting stuff!
Thanks!
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Windwalker "Hell, Stealth is an OPTION for an archer." - Spysong
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ghoda2
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Date Posted:
8/27/06 9:31am
Subject:
RE: To-hit bonus in RvR. This is how it works!
- Date Edited:
8/27/06 9:36am (1 edits total)
Edited By:
ghoda2
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I think that's how it works Aerendar. When I spam Sting on my bot, her to-hit chance increases by about 15-20%. Those tests are a (^(%#% to perform though, since it requires much healing, waiting for endurance, checking for misses and fumbles, etc...
Perhaps I'll do some furhter testing at a later point, but I know all I need to know at the moment.
Amethyst slash > all
Ghoda
Edit:
@ windwalker:
If you have battler, you probably have access to amethyst slash, in which case you will never miss anyway.
However, in combination with for example Obscure, that has no to-hit bonus, it may work out well. The 10% bonus on Battler allows you to hit 89+10=99% of the time. The defensive bonus on obscure (which I assume is 15%) would make you significantly harder to hit.
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Ishandra
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Date Posted:
8/27/06 10:19am
Subject:
RE: To-hit bonus in RvR. This is how it works!
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battler use to be useful for 2h pallies before Rile gained a to-hit bonus, but now I think pretty much any style you would use has at least a low to hit bonus, making the difference battler proc would give less beneficial than say a malice/resist debuff proc.
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Ishandra RR8+ ML10 CL5 Pally on Kay other toons at: http://camelotmonkey.com/s.php?u=ishandra Cant wait for Warhammer online "Never argue with an idiot; they'll drag you down to their level and beat you with exeriance"
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staatiatwork
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Date Posted:
8/28/06 6:25am
Subject:
RE: To-hit bonus in RvR. This is how it works!
- Date Edited:
8/28/06 6:31am (1 edits total)
Edited By:
staatiatwork
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this all sounds kind of good, but i think something is not right
the lowest to-hit on my infiltrator is med bonus i use artis
but i miss 1 to 2 times in most fights? hmm...
(I look into the sys chat quite often and it's not evade/parry/block most of the time)
edit: the fihgts are vs ns/sb
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Prop-Kay
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Date Posted:
8/28/06 6:41am
Subject:
RE: To-hit bonus in RvR. This is how it works!
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Are you talking about out right misses, or attacks block/parried/evaded and misses? He's tests have proven about mis-rates, but the defences are different.
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AzureTyger
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Date Posted:
8/28/06 7:18am
Subject:
RE: To-hit bonus in RvR. This is how it works!
- Date Edited:
8/28/06 7:20am (1 edits total)
Edited By:
AzureTyger
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Great info! But I don't understand how defensive abilities figure in to the equation.
So Parry/Block/Evade are calculated compeltely separately? Meaning even if you have a 100% chance to hit, the Block/Parry/Evade rate is calculated afterwards and then applied?
Let's say I use Diamondback (Medium Defensive Penalty) and my opponent's next attack is guaranteed 100% chance to hit. Before that hit is applied, does it check each of my defensive capabilities separately?
Evade I(5% +Dex/Qui Bonus)
11 Parry (10% +Dex Bonus + RAs)
29 Shield (20% + Dex Bonus +RAs)
- All further modified by attacker code.
I assume they are each calculated independently in some order.
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Kyera_Damare
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Title: Mythic TL Paladin Team Lead
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Date Posted:
8/28/06 8:46am
Subject:
RE: To-hit bonus in RvR. This is how it works!
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I don't remember the exact order things are checked, but I think it's evade/block/parry/miss/bladeturn.
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Kyera ~ 10L0 Paladin <Royal Caerleon Mounted Police> :: VN RA Guide: http://tinyurl.com/jajb8 Rock Band DC 7/15 The Best of The Who 12-Pack http://www.rockband.com/forums/showthread.php?t=59753
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Prop-Kay
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Date Posted:
8/28/06 8:55am
Subject:
RE: To-hit bonus in RvR. This is how it works!
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evade/parry/block/miss/BT I think.
So if you arent parried or block, with a 100% chance to hit you shouldnt get a *miss*, thats how it works from my understanding.
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Corvinus101
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Date Posted:
9/1/06 1:54pm
Subject:
RE: To-hit bonus in RvR. This is how it works!
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/tag!
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Dobroi
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Date Posted:
9/1/06 2:01pm
Subject:
RE: To-hit bonus in RvR. This is how it works!
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If your chance is 100% to not miss, that doesnt mean thats a 100% to land said hit through block/parry/evade (not in that order).
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Kyera_Damare
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Date Posted:
9/1/06 3:27pm
Subject:
RE: To-hit bonus in RvR. This is how it works!
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Yeah, sorry, should have been parry/block. That I know, but I'm a moron and didn't type it that way.
Oh, and ghoda, would you mind if I archive this test on the DAoCWiki?
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Kyera ~ 10L0 Paladin <Royal Caerleon Mounted Police> :: VN RA Guide: http://tinyurl.com/jajb8 Rock Band DC 7/15 The Best of The Who 12-Pack http://www.rockband.com/forums/showthread.php?t=59753
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GotharNW
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Title: Nonchalant pragmatist
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Date Posted:
9/1/06 4:50pm
Subject:
RE: To-hit bonus in RvR. This is how it works!
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Why would you have to spend personal plat? Just get an enemy friend to agree to meet you on Pend and dupe all your money.
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Prop-Kay
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Date Posted:
9/2/06 1:02am
Subject:
RE: To-hit bonus in RvR. This is how it works!
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Or be nice to a TL
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ghoda2
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Date Posted:
9/3/06 3:39am
Subject:
RE: To-hit bonus in RvR. This is how it works!
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I would be honoured if it would be posted on the wiki. Let me know if you need any specific graphs or other original test material.
I hope people will continue testing stuff like this and add their results to the wiki. I would especially like to know the specific to-hit bonus on each style. Although most styles will fit the 5%/10%/15%/20% rule, I cannot exclude that some styles may for example have a 7% to-hit bonus. It's just too much work for one person to test all available styles.
Ghoda
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Prop-Kay
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Date Posted:
9/3/06 3:45am
Subject:
RE: To-hit bonus in RvR. This is how it works!
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Well, I'm asking for some form of *non macro* way to use a continual style (on pend). I can get serenity 5, and keep end up permanently, but would be hard to style continiously for 1000 swings. I really enjoyed carrying out those tests with Ghoda, and am HIGHLY interested on doing more. Also, a way to customise log's easier, to get the damage of say 1000 swings, without having to go through and document every one.
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