Block and miss % be capped?

omens

omens

Frost Gate Guardian

Join Date: Dec 2006

At the moment Block and miss % stack, depending on the build to the extent that its like close to 100% to block or miss.

For example you can put Reckless Haste with a 52%, with Price of falure for 25% and then Spirit of Failure for annother 25%, and assuming my math is correct thats a 73% chance to miss. Then you can also add blurred vision for 50% more and blind for 90% as well, in other words you can quickly get to a very low chance of accually hitting.

Even block% adds up quickly, 2 50% block chance adds up to a 75% chance, and if you combine block% and miss% you can get a very very low chance of hitting at all, and this is very easy to get, just using aegis and natural stide or ward vs melee.

Part of the reason that both Failure hexes having a recharge nerf is that they stack with each other and with block in thier effects.

Also apart from expose defences there is no great way to avoid the blocks, and no way to stop the miss%. Pretty much any other mechanic like reduced healing (-40%), reduced movement (-66%), ias (+33%), speed boost (+33&) etc does have a cap so why shouldnt block% and miss%?

Eg block is capped at 50% unless a single skill will make it go higher.
Eg miss% is capped at 40% unless a single skill will make it go higher.

This would remove some of the synergy between some of these skills (like what anet tried to do with the failures recharge nerf), and would also decrease the effectiveness of the passive blocks like aegis and shields up, as it really is far to easy to make it all but impossible to hit.

Nekretaal

Frost Gate Guardian

Join Date: Mar 2007

Blinds are 90% chance to miss... so all of the synergies that the OP describes would be well under the eventual cap. And, if the cap is at 90%, who cares? That's pretty minimal.

Firestone

Frost Gate Guardian

Join Date: Mar 2006

Singapore

POEA

Mo/N

i dun think it stacks that way...

like for 20/20 fast cast staff with 20% fast recharge...

the mechanism is actually 2(0.8 x 0.2) = 32% ... rather than 0.2 x 0.2 = 40%

most likely... hex will stack the same way?


btw.. since the highest block rate is 75% ... probably.. that is the cap as well.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Almost all forms of Blocking can be stripped (enchant removal or wild blow/strike/throw). Ones that aren't like "Shields Up" are quite powerful and used often and thus were reccently nerfed.

Dj Tano

Dj Tano

Lion's Arch Merchant

Join Date: Mar 2006

I think that you are missing the point.

The max you can get blind or blocked for is like 20sec, so just wait that time, and use it for other skills...

savage vapor 33

savage vapor 33

Wilds Pathfinder

Join Date: Nov 2006

Regems Basement

The Malevolent Wolfpack [tMw]

Quote:
Originally Posted by omens
This would remove some of the synergy between some of these skills (like what anet tried to do with the failures recharge nerf), and would also decrease the effectiveness of the passive blocks like aegis and shields up, as it really is far to easy to make it all but impossible to hit.
Drain enchantment, dismiss condition, holy veil, interrupts, wild blow. All of these get rid of enchants, stances, and hexes. You can then have a 100% chance to miss. Put skills in your bar that will counter everything that could cause you to miss. OR people in your party should prepare for miss% and block%.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

Quote:
Originally Posted by Dj Tano
I think that you are missing the point.

The max you can get blind or blocked for is like 20sec, so just wait that time, and use it for other skills...

Ah, no. Everything should have a counter.

A Warrior with Blind on them is quite useless, which is why I always bring a self-removal with my Warrior in PvE if I know I'm facing enemies that blind.

With block or evade stances, I always bring Wild Blow.

Grammar

Wilds Pathfinder

Join Date: Aug 2005

Wow, I'm glad I read this thread...
I guess I never realized/noticed that miss% from hexes stacked like HSR/HCT weapon bonuses.
<--- (feels like a n00b)

Good thing, because 100% miss% with Reckless Haste + Spirit of Failure + Price of Failure would sure suck.

Narcism

Krytan Explorer

Join Date: Feb 2005

Ottawa, ON, Canada

Mostly Harmless

W/

Quote:
Originally Posted by Firestone
i dun think it stacks that way...

like for 20/20 fast cast staff with 20% fast recharge...

the mechanism is actually 2(0.8 x 0.2) = 32% ... rather than 0.2 x 0.2 = 40%

most likely... hex will stack the same way?


btw.. since the highest block rate is 75% ... probably.. that is the cap as well.
32%?
It calculates them one at a time..

Roll 1: 20% for fast cast
Roll 2: 20% of last 80%
=36%

Scutilla

Scutilla

Wilds Pathfinder

Join Date: Sep 2005

Tyrian Explorers League

R/P

Here's the relevant data from the PvP Primer article on the official site, for reference:

Quote:
Blocking and Chance to Miss

Blocking and "chance to miss" have no cap, and they stack with one another. The more skills you use to block attacks, however, the more you will see diminishing returns for the Energy investment. For example, if you already have a 50% chance to block and get another 50%, you have a total of a 75% chance to block, not the additive result of 100%. Here's how it works.

For every hit, if you have two chances to block, your opponent must get through both block chances in order to hit, so the chances are multiplied. Your opponent's total hit chance is:

(1 - first chance to block) x (1 - second chance to block) = y (opponent's total chance to hit)

Therefore:
1 - y = your total chance to block
Put another way: 1- (first block chance x second block chance) = total block chance

Sample calculations:
50% to block and 50% to block:
(1 - 0.5) x (1 - 0.5) = 0.25
1 - 0.25 = 0.75 or 75% total block chance

And for more than 2 effects:
(1 - first chance to block) x (1 - second chance to block) x (1- third chance to block) = y;
1 - y = total chance to block

So for someone standing in a Ward Against Melee (50%) using both Aegis (50%) and Shield of Deflection (75%) the calculation looks like this:

(1 - 0.5) x (1 - 0.5) x (1 - 0.75) = 0.0625
1 - .0625 = 0.9375 or 93.75% total chance


Game Tip

It is impossible to get to 100% block chance, but with enough elements in the equation you might as well have 100%. Even the 90% miss chance from Blindness completely shuts down melee and ranged attackers. If you bring too much blocking ability to a fight, you might neglect counters to other forms of damage. Blocking certainly plays a large role in surviving PvP, but as the calculations show, sometimes multiple sources of blocking don't really add enough payoff. Instead, strive for a balance between melee defense and other counters.
So yes, the block formula functions similar to HCT/HSR- it resolves each blocking skill individually, and an attack must succeed against every one to connect. As the article said, even one or two blocking mods effectively shut down attackers, so bringing a large number of such skills is pretty redundant.

And there certainly is a way to counter the blocks, like everything else. Conditions can be removed, enchants can be stripped, and stances can be broken.

omens

omens

Frost Gate Guardian

Join Date: Dec 2006

What im asking is not do they stack, (as it does) or if it is counterable, (which it is) its more SHOULD it stack. The other mechanics do have a cap, and its not as if they are not counterable either. Eg you can remove 2 movement debuffs.