Bio Engineer Archive
Thread: The controversial to-hit value, what does it do?
My test was done with a pet with intimidate special(BE Razor cat) and I am pretty sure it kept the target intimidated most of the time. But the last data with fambaa should still be OK because I used the razor cat and bearded jax on the same target at the same time. So whenever the target fambaa is intimidated, bearded jax had the same advantage as razor cat.
I guess I will have to test again with pet without intimidate special. I wonder if stun or blind specials do similar effect. If so, I have to avoid using pets with those as well.
Also, do we need to watch for target's specials as well? If my pet is blinded, I would think he misses more. Fambaas do dizzy/crippling so I guess its a good target for this testing as I don't think dizzy or crippling would affect my pets accuracy.
Fambees are good targets for me as I live on Naboo and I can take missions for them from my own city, but if the need arises, I would go off planets for testing...
Just a little update. I have made these for testing purposes. Their levels are a bit far apart and I am not sure if they can produce a legitimate test. If you think they do not make reasonable comparison, please let me know. They are almost fully grown and ready for some testing.
In order to create a gap in To-Hit value and nothing else, I used:
One:
Shimmering Lantern Bird
SLB
Merek Death's Head
SLB
SLB
Two:
SLB
SLB
Nightspider
SLB
SLB
Message Edited by Tytan on 12-20-2004 10:32 AM
Message Edited by Tytan on 12-20-2004 10:33 AM
screenshot
Message Edited by Tytan on 12-21-2004 01:09 PM
Message Edited by ArthurDentOnBria on 12-21-2004 10:30 AM
I'm fairly confident in this information as I have spoken with several, long-time PvP'ers about state effects. Howcertain applied statesadd up in PvE may be a bit different. Any expert in CH would/should know better if my information is correct.
Yes, I agree that "Blind" reduces the accuracy. I tried to avoid any special at all, but mild poison from Nightspider managed to stick to "Two". But my guess is that poison really doesn't affect accuracy of pets.
Those are fine questions Mep. Want to help us figure it out?
Meplorium wrote:
Question, is 'to hit' value that is used to calculate the ability of an animal to do damage to something or the ability of the animal to land a special when it hits something? So far these numbers don't reflect a to do damage modifier as the percents are higher than the 'to hit' number.
Message Edited by ArthurDentOnBria on 12-21-2004 05:30 PM
ArthurDentOnBria wrote:Ok, I made a separate thread with a more inticing title where those of us that care can discuss this. The original thread is here:http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=86365Now, I think what we need to figure out is: what affect does having a higher to-hit value have on a pet? We know that it has a monumental effect on the CL. But from "the kaadu experiment" it seems like a pet with a rediculously low "to-hit" value, can hit at least Kaadu's with a high rate of accuracy. So what, in practical terms, does it mean to have a high or low "to-hit"? If it has no practical use, then of course we should all certainly be shooting for the .2 value, as this will have a big-time effect on CL, and we can crank our damages way way up.My problem is that I don't have a character with real high CH skills so it's very difficult for me to test a pet that has a real high "to-hit" (I can test the low end though, hehe).Can we get some volunteers to test this?It's pretty easy to test. Just group with your pet, let your pet attack something for a few minutes, and then study the combat log. Compiling things like how many times your pet attacked, how many times it hit, of those times that it hit, how many were blocked/evaded etc and what it was that you were fighting and posting that info here would be a big big help!Message Edited by ArthurDentOnBria on 12-03-2004 09:08 AM