Falcon Locked On interaction
AceOfDiamond
Member Posts: 197 ★★
Why is this NC evading when locked on? Does it have something to do with the node? Shouldn't locked on shutdown evade completely.
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So the chance w node is 84%, feom which Falcon removes only the 70%, and 14% remains
When Falcon locks on, his attacks reduce ability accuracy by 100%. That doesn't touch Nightcrawler's evade ability, it reduces Nightcrawler's ability accuracy stat. So NC goes from 100% AA to 100%-100% = 0% AA (for defensive abilities, which I'm simplifying here for discussion purposes). This should completely shut down his evade, because 22% x 0% = 0%. However, the node NC sits on here has a +20% ability accuracy buff. Now, NC's ability accuracy when Falcon attacks is 100% + 20% - 100% = 20%. His chance to Evade is now 22% x 20% = 4.4%. Low, but not zero.
On top of that, NC's chance to evade attacks increases by 15% when attacks deal physical damage, which I believe (but I'm not 100% certain) means his evade ability accuracy is 37%. Which would make his actual chance to evade here now 37% x 20% = 7.4%.
Finally, after NC uses SP1 his chance to evade increases by 33%. Again, I'm not absolutely certain about this one but I believe this implies his evade ability accuracy increases to 22% + 15% + 37% = 74% against physical attacks after SP1. This means his chance to activate an evade in this situation would now be 74% x 20% = 14.8%.
There's actually been a loading screen message that explains (or at least mentions) how ability accuracy works going back years, but I suspect no one reads those. Also, if you don't believe loading screens, Longshot's design also highlights how ability accuracy works. He doesn't have 100% base ability accuracy, he has 300% base ability accuracy. So when he has, say, a 51% chance to gain Good Karma, that's actually an intrinsic 17% chance to gain Good Karma multiplied by his base 300% ability accuracy to get 51% (that's almost certainly why this chance appears to be a weird number: it isn't weird when you consider Longshot's base 300% AA). If you debuff Longshot's AA by -100%, it doesn't shut him down, it just reduces his AA stat from 300% to 200%, and his chance to gain Good Karma would drop from 51% to 34%. It is almost as if Longshot "resists" ability accuracy debuffs, which was the intent of his design.
So node effects might act like the opponent has and uses those effects as its own abilities for the purposes of discussing how they work in general, but when it comes to something like Archangel that very specifically cares if something is explicitly an opponent ability or not, node effects are not.
Glancing is odd, and it could be a number of different things going on. First: the description is wrong. Glancing just plain turns off offensive abilities but its text claims it reduces offensive ability accuracy by (the number) 100%. I just did a quick and dirty test with Longshot, and I don't think this theory is correct as Longshot can apply bad karma on a glanced hit. It could be that glancing isn't "an ability" for the purposes of AA. Not everything is: for example critical hits are not an ability: even if you reduce ability accuracy to zero a champion can still crit, because the capability of landing a critical hit isn't an "ability" in the technical sense. Maybe Pym Gas is an ability, but glancing isn't an ability effect as the game engine sees it. This is possible, but I can't off the top of my head think of a way to test for this possibility.
Another possibility is that glancing actually is the rare effect that affects an ability's ability accuracy directly. Maybe glancing is implemented in such a way as it directly reduces the ability accuracy of Archangel's bleeds. AA's immunity to AAR might be specifically implemented in such a way to make AA's ability accuracy stat immune to debuffs from opponent abilities but not AA's actual bleed ability. Whether this is a bug, or violates the intent of AA's design, is a debatable point. You could make the case if this theory is true, this is an unintentional bug.