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View Full Version : What factors increase "To Hit %"?


Tommara
05-05-2010, 08:58 PM
<p>Other than weapon skill, of course.  I expect to hit% to drop against mobs higher level than me.  Are there other factors operating, like agility even though it doesn't say so?</p>

Rocc
05-05-2010, 09:45 PM
<p>The "hit%" is based off your classes primary stat. For tanks it's STR, scouts AGI, priests WIS and mages INT. Those determine how hard you hit with autoattack, spells or CA's.</p>

Tommara
05-05-2010, 10:08 PM
<p>How hard you hit and "to hit%" are not the same thing at all.  But nevertheless, you might be right.</p>

circusgirl
05-05-2010, 10:29 PM
<p>This is affected by:</p><p><ul><li>Your weapons skills</li><li>Your opponents avoidance skills</li><li>Your accuracy</li></ul></p>

Gungo
05-05-2010, 10:31 PM
<p>This is a cut and paste but it should answer most of your question.</p><p>First you can miss due to level difference between you and the npc.Then you can miss due to contested rolls of your offensive skill vs the npcs defensive skill. You can increase your hit rates by increasing your melee skill with improving your off stance while in offensive.You can get several heroic and or fabled items with alot of + melee skills on them. You can get several mastercrafted adornments to further increase your melee skills. The soft cap of melee skills is 6.5xlevel so you need 585 crushign/slashing/piercing to even negate the defensive skill to hit reduction of equal con npcs. If the npc is a higher level (+5 skill per level) or has added avoidance buff packages (no  clue how much is added to heroic or epics) you need even MORE of these skills. This soft cap is on a diminishing curve. With the introduction of SF all skills were uncapped including offesnive skill such as crushing or slashing or piercing for every 1% increase in crushing skill you have over the NPCs avoidance skills you will have 1% better hit ratio. By its very nature this is on a diminishing curve. A 30% skill increase will equate to about ~10% hit rate increase so at level 90 you would need ~585 crushing skill to get a ~10% increase in hit rate on an equal con solo NPC without any added + defensive skill modifier. You can further increase hit rates by acquiring acuracy modifer which is much more limited, But has a similar although more direct effect on hit rates as the uncapped skill modifiers. Finally you can get another modifer called strikethrough which allows you another roll to hit through any blocked or parried hit. Strikethrough does not work if you are simple missing your target do to defense skill or dodge. It works best while tankigng as most npcs have frontal block/parry. Although brawler mobs and raid npcs with added defensive buff packages make strikethrough alot more useful since it means they parry/block from all 4 quadrants (in example from behind). Now this is mostly just for auto atk if you also have trouble landing CA's then they work slightly different and you may also need to upgrade the quality of thoe CA's as the % to hit increases with the quality of spell. Most of our Ca's have a 40% hit bonus at master quality.Avoidance is a very convoluted and complicated system, so its normal if this seems to be a bit confusing still. With the additions of the new raid training dummies and the fact training dummies do NOT have avoidance skills we may be able to accurately test the to hit reduction on LEVEL based modifers. We can do this by parsing an equal con training dummy which should in theory have 100% hit rates. Then mentoring 1 level down at a time with a substantial parse report. I believe the CON range has a major effect on the value of to hit ratio. As such red cons are significantly harder to hit then orange con MORESO then a simply 1 level difference. But it would be good to see the hit rate reduction vs level of a lvl 88 training dummy vs a lvl 80 npc. Which should accuractly correlate to the level hit rate reduction we see vs high level raid targets. Not including any buff packages those NPCS have.</p>

Rocc
05-05-2010, 11:30 PM
<p><cite>Tommara wrote:</cite></p><blockquote><p>How hard you hit and "to hit%" are not the same thing at all.  But nevertheless, you might be right.</p></blockquote><p>They are right. Sorry I didn't think before responding.</p>

Eritius
05-23-2010, 12:49 AM
<p>Is there a hit cap? As in what is the numbers that would ensure that a player hitting a raid boss will either never miss (if thats possible), or be pretty [Removed for Content] close at 1% or lower missrate?</p><p>Also is there a way for strikethrough to be 'capped' as well to either push dodge and parry off the table or close enough as in the above example. Or at least an optimal number to shoot for?</p>

Eritius
06-01-2010, 02:49 AM
<p>Hmm too much nerf that or nerf this for actual advice to come out of the Figher forums? For shame =P</p>

circusgirl
06-01-2010, 01:06 PM
<p>There is no hit cap, but you obviously stop getting benefits once you reach the point where you're hitting every time.</p><p>As far as I know there does not exist enough gear in the game with strikethrough on it to cap that stat for anyone.</p><p>I don't know what the number to shoot for is.</p>

Nulgara
06-01-2010, 03:41 PM
<p>if we knew the actual numbers on defense parry and deflection and stuff that all the raid mobs had we could come up with an answer. as far as strikethrough im pretty sure vinka is correct there is not enough strikethrough mods to get anyone to 100% i dont think.</p><p>my current numbers on weapon skills and such are around 675ish in offensive raid buffed. my hit rate averages around 93% i think, woudl have to doubel check my parses. i have 50% striekthrough form mythical buff though so others may not achieve that same to hit % with teh same weapon skill value. my personal goal is to hit 725+ when all said and done, not sure if that woudl get me to 100%(mostly cause i wont strikethrough everytime) but it shoudl get close i hope.</p>

Eritius
06-02-2010, 03:55 AM
<p>In WoW the "hit cap" for most Tanks was 8%. This meant you had a 92% base chance to hit a boss. The 8% extra hit would put you at 100% hit rates. I was wondering what the equivelent of EQ2's was.</p><p>For strikethrough we had a similar stat that was 'capped' at 6.5%. This didn't push parries and dodges off the table totally but it was the optimal number to shoot for.</p>

Wasuna
06-02-2010, 11:08 AM
<p>Your weapon skill vs yur enemies defensive skills is what effects autoattack hit rate. People behind the mobs (as long as it's not a brawler mob) can easily hit 100% attack with proper gear and buffs. People in front have to deal with all the parry/block/dodge.. etc. Strikethrough is only really good for tanks who are in front of the mobs or for when fighting brawler mobs or maybe some raid mobs with 360 Degree avoidance. Dunno about that but I suspect it's in the game.</p><p>So, get your weapon skill up pretty high, always apply your debuffs and if your a tank get some strikethrough. The debuffs that help are agility debuffs and skill debuffs like parry, dodge, block. Guardians have a debuff for this and I know Assassins have a pretty big defense debuff. Bards get a ton of debuffs also but you won't see them all that much in heroic stuff. The mobs are 3/4 dead before I get all my Troubadors debuffs in so I just stick with the top 1-2 depending on the group unless it's a named and I put them all in then.</p>

Aule
06-11-2010, 06:40 PM
Folks conflictingly report that strikethrough has no effect on brawler mob's 360 degree avoidance. The whole "attacks from other quadrants have xx% chance to be yyyyy'd". The supposition is that that particular defense is immune to strikethrough when in the other quadrants. I don't know and can't test myself, my raid char is a coercer and while my bruiser does get pulled in periodically, it's in a tank roll so can't really measure anyways.

BChizzle
06-11-2010, 07:02 PM
<p><cite>Aule@Guk wrote:</cite></p><blockquote>Folks conflictingly report that strikethrough has no effect on brawler mob's 360 degree avoidance. The whole "attacks from other quadrants have xx% chance to be yyyyy'd". The supposition is that that particular defense is immune to strikethrough when in the other quadrants. I don't know and can't test myself, my raid char is a coercer and while my bruiser does get pulled in periodically, it's in a tank roll so can't really measure anyways.</blockquote><p>Non brawler mobs don't block from behind so unless you are standing in front of them hitting them through their shield strikethrough won't be as effective.</p>