Jedi Counsel: Accuracy Vs. Defense
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Join Date: Dec 2007
06-12-2011, 08:37 AM
Originally Posted by
As far as I'm aware there is some incorrect info in there, and some missing info.
I know defense soft caps somewhere, I believe 75%, meaning no matter what your defense or their accuracy, your opponent will only have a 25% miss chance, worst case. This I am pretty sure is something snix posted on the forums somewhere, and was very easy to see with stacked defense buffs and values that could reach well over 100% defense values in the past, yet you were never unhittable with that.
The minimum "possible" To-Hit Chance is 25%, but the way that To-Hit Chance scales is not quite as simple as combining your Accuracy with your Target's Defense, the spreadsheet show's the formula that calculates the actual To-Hit chance, with a cap on the final value at 25% (it doesn't cap the value of Defense or Accuracy, but it caps the minimum possible To-Hit Chance).
Also, the 26 impulse speed cap is old info. It was changed when defense values were nerfed and escorts got the bonus defense. I believe the cap is 24 now (unless it changed again and I missed it) and the speed defense bonus is lower along with that as well, 45% now, I believe. Easy to test in any case.
Whoops, that's why trying to write something like this, from memory, while on vacation, can be silly... It's 24.00, not 26.00 for the Speed Cap to Defense (
edited to correct value above
), thanks, Foxrocks.
For Speed, it's either 50% max and 5% for being an Escort, or 45% max, and 10% for being an Escort (I have to check).
Something to note, the -15% defense penalty for full stop is unrealistic to even see in practice based on my own testing, unless someone manually stops their ship. Even tractored, if they still have engine power, they will be moving, albeit very slowly, and won't ever actually have that penalty. Another note on this, the -15% is guaranteed if that ship is at full stop, no matter what static defense bonuses you have (like elusive trait), but if you have even a little speed, all those static bonuses get applied immediately and fully.
True, it's rare to see it, but it can happen, especially if you run higher versions of Tractor Beam (particularly in combination with PSW), or Target: Engines and Tractor Beam/Gravity Well. The only bonus that needs a little more speed to kick in, is the Escort Defense bonus, which doesn't seem to kick on until your ship is at 1/2 Impulse or above (doesn't seem to matter what 'Speed' you are at, just that your slider is set to 1/2 Impulse or better).
Thanks for the help, Foxrocks,