This is a subject that hasn’t received a lot of public scrutiny. My experiences to date lead me to believe that is for the following reasons:[ul][li]PKers are generally willing to believe that any success they have is due to their own IRL awesomeness[/li][li]PKers are generally of a breed that is too short on patience for conducting boring tests and reading of lengthy discourse[/ul][/li]In in words, hyper adolescents and rough-and-tumble brutes are not that interested in divining game mechanics.:laugh: Fortunately, i am fairly safe in making these statements on account of the the poor chance any of the same will actually read the thread.
To be fair, if i was more into PK, my original assumptions regarding this issue would have been better informed.
Anyway, now that i’ve vented my frustration at dealing with one too many trigger-happy little punks in the process of conducting tests, let’s get down to business. This is a thread about effective hit ability in player-versus-player combat, and the role that Evader and Dodger play. Here’s a history of what has been tested before, and the hypotheses and observations. Feel free to skip past the quotes for the executive summary.
And finally, thanks to Nebu for challenging my assumptions based on the earlier tests:
In short, [ul]
[li]PvP appears to have a different effective HA than hunting[/li][li]It is possible to get 100% hit rate in PvP[/li][li]The minimum hit rate for a noob vs a noob is 77-85% (possibly the same as in player vs. mob)[/li][li]The hit rate goes up much more quickly than in hunting[/li][li]It’s not clear that skill mod attachments play a role[/li][li]The target’s skill does affect the hit rate![/li][/ul]
The last point is the big one, here. I didn’t test that at all previously. This is an invitation to start exploring the effect of the target’s skill level on hit rate in PvP. I welcome results from others to add to the plot.
With the focus here being on skills, rather than skill mod attachments, the tests were done with maxed SIB weapons. Specifically, the M2100 and Powerfist from the TT. I also tested a Mann MPH in similar conditions and found that my miss rate was higher (as would be expected), but beyond that, did not investigate the effect of HA on the hit rate. To repeat: all of the results plotted here are with a maxed SIB weapon. Now, with no further ado, here’s what i collected yesterday, with many thanks to Hijacker hijacker27 inferno for his patience and helpfulness.
[CENTER]https://www.planetcalypsoforum.com/forums/attachment.php?attachmentid=7898&d=1243482935[/CENTER]
What you are seeing is that it appears to be a relationship–between the attacker’s (Hit) professional standing and the defender’s Dodger (or Evader in the case of Powerfist) standing–that determines the hit rate. More tests are needed, but it seems that when the attacker has significantly higher (where “significantly” is possibly 20 levels) Hit than the defender’s Dodger, the hit rate will be almost flawless. As the two professions draw closer together, the hit rate declines to at least 85%, which may be the minimum. This makes it possible to reconcile mjukis’ experience (getting 100% hits on avatars with high dodge, and then less than 100% with a lower Hit profession) and the previous tests.
It would be very helpful to have players with high Dodger volunteer to stand still for 10 minutes in the ring.
[SIZE=“4”]PvPer’s version: Skills matter.[/SIZE]
[SIZE=“1”]Thanks to the following for their helpful participation:
Hijacker hijacker27 inferno
Black Hawk Hawk
Noober to Uber
Lance Blackthorn
jwuan marcus
Micah Hoos McDowell
Runner Blade Runner
Cloud
Thaddeuss
Beatrix
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