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Is Accuracy even worth it for PVP?


Asukaa

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I'm at 96% Basic and 106% Special. I've been swapping out mods to get rid of Accuracy and replace it with Crit, Surge and Power when possible. I've seen only a very slight difference, but not enough to hurt my dmg.
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I'm at 96% Basic and 106% Special. I've been swapping out mods to get rid of Accuracy and replace it with Crit, Surge and Power when possible. I've seen only a very slight difference, but not enough to hurt my dmg.

 

Will only help you against tanks in tank gear, so no.

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Unless the tanks themselves have some meaningful amount of accuracy debuff, no. No worth at all.

 

Currently, Jugg/Guardians have a 5% debuff skill, agents/smugglers have a considerable larger accuracy debuff but their base defense chance is meaninglessly low... so.....

 

Now, if tanks get an accuracy debuff skill of 20% or higher, its then that accuracy is in business, and people will be given a choice to balance out formerly 'useless' stats like accuracy. A good example would be how City of Heroes handled the Accuracy and ToHit system - they really nailed it in that game.

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I play a shadow (see sig) and I have had my accuracy at 105% base rating, before its current rating of 99% and to be honest, there is a noticeable difference in how you hit things. With 99% acc, I have seen my saber clearly miss right past a target, where with 105% it hit 100% of the time.

 

if you don't mind the occasional misses for surge and crit, then its probably a good trade off. Really wouldn't go below 95% though at least !

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A snipe'sr accuracy is critical. Missing a 5000 damage shot is terrible thing to happen.

 

Indeed... sniper/slinger is probably only classes who are doing 90% dmg with white (range) type of dmg, so high accuracy is crucial for them.

 

Unfortunately I have only 96% on my sniper so I mostly just avoid to shoot tanks or ppl with defensive skill on them because any defensive skill can shut down sniper's dmg so easily...

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Indeed... sniper/slinger is probably only classes who are doing 90% dmg with white (range) type of dmg, so high accuracy is crucial for them.

 

Unfortunately I have only 96% on my sniper so I mostly just avoid to shoot tanks or ppl with defensive skill on them because any defensive skill can shut down sniper's dmg so easily...

 

Try to rely on target acquired when you see tanks, asassins with the oval shaped bubble 50% deflection) and warriors with saberward (same oval shield). Actually the oval sheield always represents the increased defenseon any class. Defense relics have a similar effect on activation.

 

Also dont forget tha even MM has a few tech abilities: frag frenade, explosive probe, shiv. Yes yes, the aility that most snipers consider useless, can actully finish off a scoundrel using evasion!

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Sir I know this pretty much. I have 4 abilities using tech dmg - OS, shiv, frag granade and corrosive dart, using them wisely ofc.

 

I'm glad for change on target aquire after 1.3. also, but it seems to me that even with that, hitting tanks in tank gear is just.. tickling them.

 

You got a sorcerer getting hit for 1600 with each tik of SoS and then guardian getting 300 with each tik :)

Edited by johnyangelo
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Sir I know this pretty much. I have 4 abilities using tech dmg - OS, shiv, frag granade and corrosive dart, using them wisely ofc.

 

I'm glad for change on target aquire after 1.3. also, but it seems to me that even with that, hitting tanks in tank gear is just.. tickling them.

 

You got a sorcerer getting hit for 1600 with each tik of SoS and then guardian getting 300 with each tik :)

 

Well tanks have a tough time anyway in pvp, especially since how boring is their playstyle. I think i can live with them being less vulnerable to MM. Worst case scenario, i can switch to lethality...

Edited by NoTomorrow
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Actually, Accuracy is VERY important if your build depends on doing any amount of Critical Damage - regardless of what class you are fighting. I'm pretty sure there are a lot of people who do not understand why.

 

1. Accuracy is a stat that is pitted against a target's Defense every time you make an attack. Every time you make an attack against an opposing player, your Accuracy is added to a random roll vs their Defense plus a random roll. No matter who wins, Base Damage is always applied.

 

2. If your Accuracy wins, then it moves on to stage 2: Critical Chance vs Shield Rating. If your Accuracy loses, then only Base Damage is applied. Either way, their Armor Rating then reduces the amount of Base Damage they receive to the appropriate amount based on a percentage range quantified by their Armor Type (Heavy, Med, Light.)

 

3. Critical Chance vs Shield Rating is similar. Your Critical Chance is added to a random roll vs your target's Shield Rating plus a random roll. No matter who wins, Critical Damage is always applied (plus the Base damage that was already applied.) Notice, a lot of classes don't even use Shield Rating because they cannot equip Shield Generators. This is precisely why they die so quickly in a game where everyone seems to be stacking Critical Chance and Surge. In my book, it is a major design oversight, but I digress.

 

4. If your Critical Chance roll wins, you apply the full amount of Critical Damage to your target. If your Critical Chance roll loses to their Shield Rating roll, you still apply Critical Damage, but it is reduced by their Absorption Rating.

 

5. Ability driven Defenses like Sorc Bubbles, Tank Protection, and various other Activated Defense Abilities also play a hand in reducing both Base Damage and Critical Damage in an arrangement of ways. There are lots of these sorts of Abilities that do different things - I don't know them all. But, they run off of this same sort of premise.

 

 

This is exactly why classes like the Scoundrel/Operative have such hard troubles against Tank classes. Which is why they have Armor Piercing Abilities (which reduce the effectiveness of Armor Rating, not Defense.) All Tank classes typically SHOULD be equipped with Shield Generators, and then stack as much Shield Rating and Absorption Rating as they can, as well as Power (since they will always be applying Base Damage.) The Shield Generator is the very item that makes them a Tank in the first place. Without a Shield Generator - Shield Rating and Absorption Rating are completely useless.

 

The bottom line is - if your Accuracy isn't sufficiently high enough... all the Surge and Crit Rating in the world isn't going to matter, because you didn't even get to that phase of the Damage Application. If you cannot beat their Defense score, you're simply not making Critical Hits - which makes Surge pointless to invest into. This is what makes Power such a useful stat - it increases the amount of Base Damage which is always applied. For some classes and builds, it can be just as devastating.

 

Granted, you don't have to have an enormous amount of Accuracy... but do not be fooled. Anyone who says it is useless in any capacity, or in some manner can be ignored, simply does not know what they are talking about.

 

TLDR Version:

 

Accuracy is linked to Critical Damage. Without Accuracy - you will NOT be making successful Critical Hits. If your class/build depends on making Critical Hits - then Accuracy should be your number one priority at all times. After that - Critical Rating. After that, Surge. And lastly, if you feel like you can spare some love, Power. Luckily, Surge and Critical Rating are usually paired together.

Edited by Raice
TLDR version
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Actually, Accuracy is VERY important if your build depends on doing any amount of Critical Damage - regardless of what class you are fighting. I'm pretty sure there are a lot of people who do not understand why.

 

1. Accuracy is a stat that is pitted against a target's Defense every time you make an attack. Every time you make an attack against an opposing player, your Accuracy is added to a random roll vs their Defense plus a random roll. No matter who wins, Base Damage is always applied.

 

2. If your Accuracy wins, then it moves on to stage 2: Critical Chance vs Shield Rating. If your Accuracy loses, then only Base Damage is applied. Either way, their Armor Rating then reduces the amount of Base Damage they receive to the appropriate amount based on a percentage range quantified by their Armor Type (Heavy, Med, Light.)

 

3. Critical Chance vs Shield Rating is similar. Your Critical Chance is added to a random roll vs your target's Shield Rating plus a random roll. No matter who wins, Critical Damage is always applied (plus the Base damage that was already applied.) Notice, a lot of classes don't even use Shield Rating because they cannot equip Shield Generators. This is precisely why they die so quickly in a game where everyone seems to be stacking Critical Chance and Surge. In my book, it is a major design oversight, but I digress.

 

4. If your Critical Chance roll wins, you apply the full amount of Critical Damage to your target. If your Critical Chance roll loses to their Shield Rating roll, you still apply Critical Damage, but it is reduced by their Absorption Rating.

 

5. Ability driven Defenses like Sorc Bubbles, Tank Protection, and various other Activated Defense Abilities also play a hand in reducing both Base Damage and Critical Damage in an arrangement of ways. There are lots of these sorts of Abilities that do different things - I don't know them all. But, they run off of this same sort of premise.

 

 

This is exactly why classes like the Scoundrel/Operative have such hard troubles against Tank classes. Which is why they have Armor Piercing Abilities (which reduce the effectiveness of Armor Rating, not Defense.) All Tank classes typically SHOULD be equipped with Shield Generators, and then stack as much Shield Rating and Absorption Rating as they can, as well as Power (since they will always be applying Base Damage.) The Shield Generator is the very item that makes them a Tank in the first place. Without a Shield Generator - Shield Rating and Absorption Rating are completely useless.

 

The bottom line is - if your Accuracy isn't sufficiently high enough... all the Surge and Crit Rating in the world isn't going to matter, because you didn't even get to that phase of the Damage Application. If you cannot beat their Defense score, you're simply not making Critical Hits - which makes Surge pointless to invest into. This is what makes Power such a useful stat - it increases the amount of Base Damage which is always applied. For some classes and builds, it can be just as devastating.

 

Granted, you don't have to have an enormous amount of Accuracy... but do not be fooled. Anyone who says it is useless in any capacity, or in some manner can be ignored, simply does not know what they are talking about

 

I don't know where did you find this explanation, but from what I know, it's totally wrong.

 

1. Roll Accuracy minus Defense. If you win, stage 2 of maths. If you lose, end of calculation, total = 0.

2. Roll Crit vs. Shield vs. Normal. A three-sided roll, like casino's roulette game with two players never betting on the same numbers. None wins the roll, normal damage. You win the roll, crit damage. If the opponent wins, shielded damage.

 

So it's why an Operative or a Sorc have no problem against tanks because the chance to win rolls for the tanks are quite always 0%, even if he had incredible amounts of tanking stats. And this why many tanks think their tanking stats are flawed.

Edited by Altheran
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Now, if tanks get an accuracy debuff skill of 20% or higher, its then that accuracy is in business, and people will be given a choice to balance out formerly 'useless' stats like accuracy. A good example would be how City of Heroes handled the Accuracy and ToHit system - they really nailed it in that game.

 

Vanguard tanks have a 20% accuracy debuff for 18s, called smoke grenade. However, even using that it doesn't particularly seem to stop a lot of attacks, it does seem to be effective against saber wielders or gunslingers / snipers, but not against tech / force users.

 

I'd say: keep your accuracy at a decent level if you're using mostly white damage. The numbers on your char screen don't seem to work like they do in PvE though: I've only got like 92% ranged accuracy any more, and I don't remember the last time I missed a white damage attack against a non-tank class.

Edited by Fdzzaigl
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