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Captain
Join Date: Aug 2012
Posts: 9,213
# 82
02-14-2013, 02:34 PM
Quote:
Originally Posted by pokersmith1 View Post
Wait, is there some concept that I'm not quite grasping here, or are we operating under assumption that there is no accuracy overflow when acc > def? Afaik, access acc (thank you holds and engine disables!) IS crtd and crth so I'm not even really sure why this thread exists in the first place.
Hrmm, I'm going to go with a target that's got both Elusive and 9 Maneuvers - nothing else. Sitting still then, they've got +10% Bonus Defense. The attacker will have Accurate and 9 Targeting - nothing else. Their base Bonus Accuracy before weapon mods is +25%.

If we leave it at that, then the following happens:

>100% chance to hit and overflow +1.63% CrtH & +6.52% CrtD

Say we have to pick one mod: ACC or CrtH or CrtD

ACC) >100% chance to hit and overflow +2.5% CrtH & +10% CrtD

CrtH) >100% chance to hit and overflow +3.63% CrtH & +6.52% CrtD

CrtD) >100% chance to hit and overflow +1.63% CrtH & +26.52% CrtD

Say we have to pick one mod: ACCx2 or CrtHx2 or CrtDx2

ACCx2) >100% chance to hit and overflow +3.2% CrtH & +12.96% CrtD

CrtHx2) >100% chance to hit and overflow +5.63% CrtH & +6.52% CrtD

CrtDx2) >100% chance to hit and overflow +1.63% CrtH & +46.52% CrtD

Say we have to pick one mod: ACCx3 or CrtHx3 or CrtDx3

ACCx3) >100% chance to hit and overflow +3.88% CrtH & +15.5% CrtD

CrtHx3) >100% chance to hit and overflow +7.63% CrtH & +6.52% CrtD

CrtDx3) >100% chance to hit and overflow +1.63% CrtH & +66.52% CrtD

Say you went with ACC/CrtH/CrtD...

>100% chance to hit and overflow +4.5% CrtH & +26.52% CrtD

ACC/CrtHx2...

>100% chance to hit and overflow +6.5% CrtH & +6.52% CrtD

CrtHx2/CrtD...

>100% chance to hit and overflow +5.63% CrtH & +26.52% CrtD

Again, ACCx3 is...

>100% chance to hit and overflow +3.88% CrtH & +15.5% CrtD

No mods... (Accurate & 9 Targeting vs. Elusive & 9 Maneuvers at 0 speed)...

>100% chance to hit and overflow +1.63% CrtH & +6.52% CrtD

The 3x ACC mods are giving you +2.25% CrtH and +8.98% CrtD over the no mods weapon against a held target.

Obviously, against a moving target you're going to be looking at the to-hit roll. Let's say the target's an Escort, moving at 24+ impulse...no abilities, other gear, etc. Just our Acc/Targeting vs. Elu/Maneuvers/Escort/no penalty for being below 24 impulse...

ACCx3: 80% to-hit
no mods: 64.5% to-hit

This is all based off of the various Jedi Counsel posts and the STOked spreadsheet.

I have noticed in other threads that people are looking at the Accuracy Overflow in a different manner than presented by the Jedi Counsel posts.

The 0.125 CrtH modifier per 0.1 difference in Acc/Def is treated as 1.25% in the Jedi posts. Some folks are treating it as 12.5% per 0.1... which I can see based on the wording of the explanation where the 0.125 is said to be treated as a %. However, in the examples given - it's treated as 1.25% and not 12.5%.

edit: Don't forget to subtract the 1 from the Diff Positive Box for the actual Accuracy Overflow.

So say we go with no skills/traits/gear other than the weapon mod - so we've got 100% Accuracy and 85% Defense (not to be confused with Bonus Accuracy/Defense)...

With it being 1.6% CrtH and 6.52% CrtD on ACCx3:

+3.88% CrtH
+15.5% CrtD

With it being 16.3% CrtH and 65.2% CrtD on ACCx3:

+38.8% CrtH
+155% CrtD

Were it the latter, though, there would be absolutely no reason ever to use CrtH/CrtD weapons...so it follows, imho, that the example given by the Jedi Counsel was correct and the explanation earlier in that was most likely misread by some.

edit: Thanks to pokersmith1 for pointing out where I was carrying a 1 in rushing that I should have - so I've adjusted the math.
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Last edited by virusdancer; 02-14-2013 at 04:49 PM.