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  1. #1
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    Default did To-hit bonuses get nerfed with the AC changes?

    Just recently got back into DDO and wasn't really that active when the AC changes happened so hopefully some can please inform me on if To-hit got messed with also.

  2. #2
    Community Member HatsuharuZ's Avatar
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    I can say "affirmative" to both of your questions. Not sure what the new formulas are, though.

  3. #3
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    Quote Originally Posted by HatsuharuZ View Post
    I can say "affirmative" to both of your questions. Not sure what the new formulas are, though.
    ty for the quick response.

  4. #4
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    As HatsuharuZ said, it got changed when they split damage mitigation between AC, PRR and Dodge.

    I'm not sure what the exact formula is either, because it got really convoluted. But I think the rule of thumb is that no matter how bad your To-Hit is, you'll have a 30% of hitting any mob in the game and no matter how high your AC is mobs will have a 30% chance of hitting you. As I said, that's not the exact numbers, but that seems to be about the rate of hitting and being hit.

  5. #5
    Community Member AbyssalMage's Avatar
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    There is a post on DDO Wiki of the new formula (or at least what we think it is) as someone posted it when the topic came up about a month ago and I asked. Basically the debate was about whether to-hit was needed on builds at end game. Honestly I wish I could find the formula again (I should of book marked it) because some of the debate didn't make sense to me from a mathematical stand point so I wanted to see were the miscommunication was from (Not saying it was wrong, it was just confusing to me which isn't hard sometimes).

  6. #6
    Community Member AbyssalMage's Avatar
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    Woot! Found the thread on accident (That never happens)!!!

    • Player’s chance to hit: (Player’s Attack Bonus + 10.5) / (Target’s Armor Class * 2) + 25%, rounded to nearest 5%

    Source: http://ddowiki.com/page/Armor_Class

  7. #7
    Hero nibel's Avatar
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    And just for completion:

    Monster’s chance to hit: (Monster’s Attack Bonus + 10.5) / (Target’s Armor Class * 2)

    No rounding.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  8. #8
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    Ty abyssal for the link. It's very helpful.

  9. #9
    Community Member FestusHood's Avatar
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    For slightly more complete completeness, the 25% in the player formula is only added if you are proficient with your weapon.

  10. #10
    Hero nibel's Avatar
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    For even more completeness, check the original threat that crunched the math.

    Eladrin later corrected that the player proficiency bonus is +20%, and not +25%. This is to match the old penalty of non-proficiency that was equal a -4 attack penalty. I can't find the proper dev quote right now, but it is out there.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

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