Bio Engineer Archive

Thread: The controversial to-hit value, what does it do?

Tytan
Fri Dec 10, 2004 11:00 am
#14

I did not know that intimidate lowers dodge/evade value of the target as well as damage.

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...



= Nyter:Genetics =
= 6228, -4316 =
= Edoras =
= Moenia, Naboo =


Tytan
Mon Dec 20, 2004 8:31 am
#15


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



= Nyter:Genetics =
= 6228, -4316 =
= Edoras =
= Moenia, Naboo =


ArthurDentOnBria
Mon Dec 20, 2004 9:02 am
#16

Tytan,


Nice work, I'm looking forward to seeing your data. I'm about 2 days into growing a .21 to-hit beast for testing, but seeing as I'm headed out of town for the hollidays, I won't be able to provide any data until after Christmas.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Tytan
Tue Dec 21, 2004 11:09 am
#17


Test Title: To-Hit Data Gathering

Date: 12-19-2004


Purpose: data gathering to determine To-Hit calculation

Pets Used: BE pet "One" with To-Hit value of 0.46

BE pet "Two" with To-Hit value of 0.24

screenshot
Creature engaged: Fambaas


Fambaa1:

"One"

Hit = 106

Miss = 9

Counter = 2

Block = 5

Evade = 2


"Two"

Hit = 93

Miss = 24

Counter = 5

Block = 4

Evade = 3


Fambaa2:

"One"

Hit = 107

Miss = 13

Counter = 2

Block = 1

Evade = 4


"Two"

Hit = 83

Miss = 25

Counter = 4

Block = 4

Evade = 6


Fambaa3:

"One"

Hit = 94

Miss = 16

Counter = 0

Block = 2

Evade = 2


"Two"

Hit = 84

Miss = 26

Counter = 2

Block = 4

Evade = 1


Total:

"One"

Hit = 307

Miss = 38

Counter =4

Block = 8

Evade = 8

Total = 365


"Two"

Hit = 260

Miss = 75

Counter = 11

Block = 12

Evade = 10

Total = 368


Conclusion:

accuracy of "One" = 84.1%

accuracy of "Two" = 70.6%

Message Edited by Tytan on 12-21-2004 01:09 PM



= Nyter:Genetics =
= 6228, -4316 =
= Edoras =
= Moenia, Naboo =


ArthurDentOnBria
Tue Dec 21, 2004 11:29 am
#18



Tytan,


Thanks again for your awesome contributions!


Hmm, the to-hit on both of your creatures seems much lower than our initial tests. I'm wondering whether or not it is because these are not close to full-grown pets, or is it because of the creature that they are fighting.


Fambaas seem like good things to test on because of their mostly benign specials. Lets try this again when those pets are full grown.


I was out hunting yesterday with my rifleman and ran across many herds of faambas in the north-central region of naboo. When I get back from x-mas holiday I will test my ".21-to hit" pet on them.

Message Edited by ArthurDentOnBria on 12-21-2004 10:30 AM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Bendi_James
Tue Dec 21, 2004 11:37 am
#19

A "Blind" state can cause the target or aggressor...which ever is the one with the stateapplied to be less accurate. So, if you have a pet that is blinded, their accuarcy will be less.

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.
Tytan
Tue Dec 21, 2004 11:42 am
#20

One and Two are fully grown at the time of testing yesterday. Sorry I forgot to state that in my report.

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.



= Nyter:Genetics =
= 6228, -4316 =
= Edoras =
= Moenia, Naboo =


Madhi
Tue Dec 21, 2004 12:22 pm
#21

You also might think of running test on differnt cl's. Higher cl will probably have higher defense, so that could be something to consider. Expect my results soon (still growing them)




Madhi Starstrider
Maste
r Bio Engineer/Creature Handler/Marauder
Specialzing in genetical mutated critters
Visit at 6523, 6008 Naboo



Meplorium
Tue Dec 21, 2004 2:39 pm
#22

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.



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ArthurDentOnBria
Tue Dec 21, 2004 3:51 pm
#23


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



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Tiggahtronic
Tue Dec 21, 2004 6:28 pm
#24

I maybe way off when but at least in an generic terms To-Hit Rating is a defensive modifier not an offensive. A higher To-Hit value should mean that the creature is harder for others "to-hit". I am not 100% sure on this how ever (haven't looked at code) but I believe that research should actually be done on how often your pets are hit, not how often they hit others.





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=86365
Now, 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



Meplorium
Tue Dec 21, 2004 6:52 pm
#25

Hmm, It could be a defense mod too, but the old To Hit form D&D was how hard it is for you to hit something else, which I am guessing is where the devs got that terminology. Although that is me guessing and it could be how hard it is to be hit.



- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
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Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
Halthron
Tue Dec 21, 2004 10:02 pm
#26

I've never heard of a game using "to-hit" as a defensive modifier, I suppose it could, but have seen some that use it or a similar term for offensive modification.
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