Bio Engineer Archive
Thread: Highest tohit?
I don't see a lot of folks talk about tohits on their clones. It is a signature feature on my current clones. It really helps in PvE almost as much as that 60 kinetic does. My current record is .66 to hit on a a tameable pet. I want to hit a .7, my ultimate goal is a .75 with 60 kinetic/50 energy. Does anyone else go for tohit over hams? Or is it just me?
I don't think 'to hit' is all that important considering how it's derived from the mind pool. Given the choice over accuracy or a higher health and action pool I think you'll find that a pet with the ability to susstain more damage is infinenly more useful than one which doesn't but is offensively accurate. As for highest to hit, well the Blurrg Raptor is aroud 4.13. I think i saw that an At-ST is around 22.7. Thats 2270% chance to hit lol
With the recent publish AT-ST's were made to function like moving turrets. I.e. they ignore ranged defense and hit 99.9% of the time.
I'll make the plea here too... I've yet to see a parsed-log study of the effect To Hit has on creatures.
Anyone know of a case study on the 'real' effect of this stat?
By 'real' I mean.. backed up by data gathered from a log file, not subjective evaluations of how pets perform.
Is there a way to catch combat log file? Easy enough to run a script against the combat log after a fight and compare hits/misses.
Sumorex wrote:I'll make the plea here too... I've yet to see a parsed-log study of the effect To Hit has on creatures.
Anyone know of a case study on the 'real' effect of this stat?
By 'real' I mean.. backed up by data gathered from a log file, not subjective evaluations of how pets perform.
Yeah I'd like to know if it really matters or if it is just a "useless" stat, same with attack speed.
I haven't seen an Attack parse study either. I'm more comfortable assuming Attack = Delay like on weapons than on assuming To Hit = percentage base chance to connect with an attack.
My best so far is 0.65 with a 1.99 atk spd doing 520-530 damage.
I don't have any empirical data to back this up, just 5 months experience as a creature handler with poor weapon skills, but to me the to hit stat is important and does make a difference. I find it very easy to notice a high hit chance creature over a low one. Pet damage isn't great, but it does make a difference to the CH market. For non-CH I would think the complete damage producing side of pets is utterly unimportant however. I won't use out of game tools to collect game data though, so I'm afraid that's all I can offer.
Increasing total HAM has diminishing rewards. Once you get over 11-12k more HAM really doesn't help. At that point increasing to hit, speed and damage become more important. Pre-patch I used to make my clones faster rather than harder hitting because that gives more opportunity to use and land specials, and I see no reason to change that philosophy. However, I know some PvPers like a pet that can deal a really big hit first blow, so some of my creations will be aimed for that market
Yeah Sooty, I agree that HAM has diminishing returns.
All HAM really is, is a bucket.
As the bucket empties, you pour cupfuls (stims) back into it.
So a 13k bucket dropped to 5k... pour an 1100 cup back into it... you're still in the same boat as a 9k bucket dropped to 6k.
Its just a question of empirical (love that word, thanks for reminding me of it) impact for other statistics to mark a clone's worth. We all agree that high damage, high resists, armor add significantly to a clone's worth over another with equivalent HAM. Just wondeirng how much REAL difference there is between 0.2 and 0.4 to hit.
Good discussion.
This is a theroy but I do think that the To Hit is important, especially when using the specials. when I send in my pets to attack using their specials, if they land the first hit, the special seems to stick. If not, then I have to wait for the timer (I'm only assuming their is a timer on the frequency of a pet using it's special from field observations) to restart. I do wish there was some hard data to back this up.
Sumo, you're a Master CH and BE as well. Have you noticed this?
-Bochuu
First of all, here is a good thread on To Hit:
http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=14370
It includes the equation:
Chance to Hit = 0.66 + (Accuracy Skill Mods - Ranged Defense Skill Mods + Weapon Range Mod - Target Posture Mod)/2 + (Shooter Posture Mod) + (Special Move Mod) + (Target State Mod)
Each fighting profession has an Accuracy Modifier that increases when you get certain boxes in the skill tree. Weapons, of course, also have Range Accuracy Mods for 0m, Ideal Range, and 64m. If you ignore thespecial move mod, the target state mod, the shooters skill and posture, and the targets posture and defense mods, you get:
Chance to Hit = 0.66 + Weapon Range Mod / 2
So if you are at Ideal Range, and your gun is +48 @ Ideal Range you have:
Chance to Hit = 0.66 + .48/2 =0.9 = 90%
So, for a creature, I assume that, ignoring posture, defense mods, special move mods, and target state mods:
Chance to Hit = 0.66 + To Hit / 2
I still use a pre-patch BE Rancor with 0.7 To Hit (0.66 + 0.35 = 100%, ignoring the mods). Was never able to make one above 0.7 pre-patch. I don't have all the info available at the moment, but I have 3 pets for sale, CL 68-70, with To Hit = 0.62. The CL 73 Kimoglia I made had 0.64 To Hit.
Thanks for the link, helpful but still not a creature to hit thread, but looking at the guess here To Hit isn't terribly powerful.... though it would have an effect, just is it worth the huge CL cost associated with it?
To Hit 0.2 would be .66+.2/2= .76
To Hit 0.4 would be .66 +.4/2= .86 (13% increase for doubling to hit from 0.2)
To Hit 0.6 would be .66 + .6/2= .96 (26% increase for tripling to hit from 0.2)