Bio Engineer Archive
Thread: Had an interesting request the other day...
ArthurDentOnBria wrote:
Hmm, well I've always just taken the "to-hit" stuff at face value, assuming that a .5 modifier meant the critter had an equal chance of hitting or missing on a particular attack. Sounds like maybe some experiments are in order. Next time I go hunting I'll try to pay more attention to exactly how often my pet hits and misses. I think we should be able to determine this fairly easily in the combat log.
I'd love to see what you find out. I don't see anywhere close to 50% misses with my pets or with my gun (which also has a to hit value). But some say "Base to hit" which may mean that it gets modified by other factors.
"To hit" as words mean nothing to me, so face value is hard. Is this the percentage on target or the percentage of maximum damage, or exactly what. The values ranging from 0.2 to 0.6 seem more informative than the label.
I still contend that the devs are all right-brain people with a small exception: recent JTL dialogue is FAR better than the norm for the game. Some of it actually has me rolling. I especially love the Dantooine Space Station Operator's "Good grief, friend. What would you want to land HERE for?" with his arms thrown in the air.
Hylidex wrote:
ArthurDentOnBria wrote:
Hmm, well I've always just taken the "to-hit" stuff at face value, assuming that a .5 modifier meant the critter had an equal chance of hitting or missing on a particular attack. Sounds like maybe some experiments are in order. Next time I go hunting I'll try to pay more attention to exactly how often my pet hits and misses. I think we should be able to determine this fairly easily in the combat log.
I'd love to see what you find out. I don't see anywhere close to 50% misses with my pets or with my gun (which also has a to hit value). But some say "Base to hit" which may mean that it gets modified by other factors.
"To hit" as words mean nothing to me, so face value is hard. Is this the percentage on target or the percentage of maximum damage, or exactly what. The values ranging from 0.2 to 0.6 seem more informative than the label.
I still contend that the devs are all right-brain people with a small exception: recent JTL dialogue is FAR better than the norm for the game. Some of it actually has me rolling. I especially love the Dantooine Space Station Operator's "Good grief, friend. What would you want to land HERE for?" with his arms thrown in the air.
Well, you are very right. I tested a pretty pathetic pet I have with a whopping .24 to-hit, and attacked some kaadu's. After looking at the combat log I count 33 hits and only 4 misses, although the kaadu managed to block or evade about a half dozen of the hits. Hmm, so I'm baffled now.
Oh well, back to making high damage, low "to-hit" value pets, lol.
Hylidex wrote:
ArthurDentOnBria wrote:
Hmm, well I've always just taken the "to-hit" stuff at face value, assuming that a .5 modifier meant the critter had an equal chance of hitting or missing on a particular attack. Sounds like maybe some experiments are in order. Next time I go hunting I'll try to pay more attention to exactly how often my pet hits and misses. I think we should be able to determine this fairly easily in the combat log.
I'd love to see what you find out. I don't see anywhere close to 50% misses with my pets or with my gun (which also has a to hit value). But some say "Base to hit" which may mean that it gets modified by other factors.
Message Edited by ArthurDentOnBria on 11-30-2004 08:13 PM
Madhi wrote:
The thing that is bugging me is that if to-hit means how well the blows land completely succesfull, what stat affects defense then, if there is a visible one (which i do think otherwise it would give problems with cloning), if not then it will be probably be linked to CL (at least that would explain why sometimes my creatures get higher level then they should be)
Before the current BE system, all pets showed secondary stats. I can't help but believe those stats still exist, but are invisible to us.
If that is true, then some of the monster HAM, high damage, low level pets may be nothing more than customer dupery.
Madhi wrote:
Hmm this is quite good news, cuz it gave me another look on cloning. I think I'm going to experiment some on my own. If it's true that it affects the counterattack/block/dodge then it be logical to aim for high to hit instead of damage. Have you also checked if a high to hit gives a higher chance on sticking a special, as creatures have defense against states??
Me too, I am in no way done testing this and I'll post results. I want to try this against some much much higher level critters and also look into the block/evade etc thing some more and see if it affects that. In the kaadu fight I did give my pet the command to land a special and he landed it on the first try. Doh! But I'll test this some more. What I need to do is make a really high "to-hit" pet to use and see how the results differ.