Accuracy is a dead stat.... unless,

unless GGG makes it contribute/raise %chance to inflict ailments

WTF is the point of accuracy when u reach 100% to hit by having enough dex to equip your bow

i dont get it
Last edited by easthood#7411 on Mar 5, 2026, 7:45:35 AM
Last bumped on Mar 6, 2026, 3:56:21 PM
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easthood#7411 wrote:
unless GGG makes it contribute/raise %chance to inflict ailments

WTF is the point of accuracy when u reach 100% to hit by having enough dex to equip your bow

i dont get it


Amazon = Critical hit chance and added flat phys damage
Falcon Dive = Attack Speed ( Although they killed the notable with the 20% cap)

Accuracy stacking was very strong (didnt touch it this league), that's what we used it for in the past leagues.
Last edited by IILU81II#8410 on Mar 5, 2026, 8:33:18 AM
It's also a sort of "blind resistance". There's lots of sources of blind in PoE2 that a lot of people don't even notice until they start playing ranged attack characters.
Who am I to say anything, I don't respect my time either.
blind what?

seems very limited still - i was expecting to hear more in defence for Accuracy.

DEAD MOD
prove me otherwise lol
Last edited by easthood#7411 on Mar 5, 2026, 10:04:30 AM
If accuracy takes a significant part role on hitting enemies from far ( wich is the right thing ), then Merc chars (and not only) will need to invest in dexterity points than strength and this will be the last strike to their hearts being obviously left with 1,5k Life. That's why this game sucks, becouse from the moment Devs abandoned Life investment plans then Strength points became the only solution for those poor builds to survive.
"
easthood#7411 wrote:
blind what?

seems very limited still - i was expecting to hear more in defence for Accuracy.

DEAD MOD
prove me otherwise lol


you dont know accuracy does/did, ignored :D
"
easthood#7411 wrote:
blind what?

seems very limited still - i was expecting to hear more in defence for Accuracy.

DEAD MOD
prove me otherwise lol


There are quite a few systems that scale with accuracy, including just the basic critical strike chance for any attack.

It can be less or more desirable as a prefix on certain items depending on your build. It's all dependent and contextual. Similar to how the affixes you consider "good" are. You're just not considering scenarios and builds you're unfamiliar with.

It's considered a dead mod if gameplay considerations never extend past the hypothetical idealistic gameplay scenarios your numerical PoB values are calculated within.

Go play a map as a melee player with 0 additional investment into accuracy with monsters are evasive, 100%+ effect of the map mod, and have a tanky enraged Faridun shroud walker rare enhanced by all the other map mods show up. You'll notice. You'll wish you had about 400-500 extra accuracy.
Who am I to say anything, I don't respect my time either.
fair enough

BUT

why the F cant accuracy influence chance to inflict ailments?
i mean its in the same realm of hitting....... so wtf GGG
Last edited by easthood#7411 on Mar 5, 2026, 2:51:26 PM
Make accuracy count but also change ratio of Strength conversion to 5 Life points than 2.
"
easthood#7411 wrote:
fair enough

BUT

why the F cant accuracy influence chance to inflict ailments?
i mean its in the same realm of hitting....... so wtf GGG


By affecting hit and crit chance it already does. Just not directly.

Here's how chance to shock works using a level 15 Galvanic Shards with no accuracy and no extra ailment chance on gear/tree and 80 dexterity (80x8=640 accuracy) against a map boss with 4M HP and he's standing 4 game meters away from you (which is not far, but not close, people will find themselves in this range quite often). Lets say you've got an xbow that does 275 average phys damage and 5% crit. Basic ssf low map stuff.

First, accuracy penalty for distance:
Spoiler
Player attacks incur an accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and increasing linearly to a maximum penalty of 90% less Accuracy for targets further than 9 metres away.

2 extra meters into penalty territory, so 2 out of 9 meters, multiplied by 90%. We are incurring a 20% accuracy penalty. 640 x 80% = 512

Next, what is our chance to hit:
Spoiler
[accuracy x 125] / [accuracy x evasion x 0.3] Not that evasion is the monsters evasion rating, not the players. This level 75 boss has an evasion rating of 819.

[512 x 125] / [512 + 819 x 0.3] = 86%. So we have a 86% chance to hit.

So what about crit?
Spoiler
If a critical hit can be evaded, such as from an attacks or by a monster, but the evasion check fails and lands a hit, evasion is checked again; if the the evasion check succeeds, the hit is downgraded to a non-critical hit.

So we have a 5% chance to roll a critical strike. Since this is rolled against our accuracy and chance to hit, and we have only a 86% chance of hitting, it means our "real" critical strike chance is 4% (86% x 5%, rounded down).

More boring math
Spoiler
Shock:

The chance to apply shock depends on the damage taken by the enemy after mitigation relative to the enemy's ailment threshold. Ailment threshold is default 50% of base life. For our level 75 map boss, base life is 29160 (this is multiplied by the map level for it's actual hp, but ailment threshold values won't change). So our chance to shock is dependent on what % of the ailment threshold (14580) we deal in lightning damage with our galvanic shards.

Galvanic Shards:

Fires 8 shards (at 4M away, about 6 will hit) that can combine damage. 40% dmg from base, converts 60% of phys to lightning.

So since we're focusing on shock, that means focusing on lightning damage only. So 40% of 60% of 275phys multiplied by 6 projectiles hitting = 396 lightning damage per hit. This is further mitigated by enemy resistance if they have it. Lets just say this one doesn't.

So 396 against 14580 is a 2% chance to shock. Lets say we have enough time to get off 3 attacks (damn reloads) and each has it's own 2% chance to shock, and each has a 4% chance to crit with a 4% chance to shock (crit is double). So after 3 attacks, if there's a 86% chance for us to hit at all, what are the actual odds that the monster is shocked??

I'll save you guys the stats math headache and just tell you, it's a 5% chance that the boss is shocked.

So now lets say you put on a helmet with "dead" accuracy affix for a total of 350 additional accuracy and you slam a dead accuracy prefix on your xbow of 100 accuracy new base accuracy is 1090. What changes in terms of chance to shock? It's 6%.

I understand that going from 5%-->6% does not seem like a large numerical increase, however, you need to view it in terms of comparative magnitude, not absolute.


By increasing your base accuracy from 640 to 1090, in that scenario you will shock the boss 20% more often.

That is how accuracy indirectly affects ailment chance - specifically shock.



Who am I to say anything, I don't respect my time either.
Last edited by karsey#2995 on Mar 5, 2026, 5:17:48 PM

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