Win #1: For "conventional" SR, tohit buffs are no more dangerous than they are for anyone else.
There's a problem with that, though. What happens when SR stacks more defense on top of itself? If tohit buffs cannot penetrate defense protections, defense becomes much stronger than resistance or regeneration. 60% mitigation is fine: 90% (from Elude) is almost indestructible.
Ah, but that's the catch: Elude doesn't have to be based on Anti-accuracy. Elude is as strong as it is because its partially balanced around defending against tohit buffs. That makes it ridiculously strong when you don't have tohit buffs, and still weak when you have enough: there's really no middle ground.
There is now: have Elude grant 0.50 Anti-accuracy, and 25% defense.
Here's what Elude now looks like, stacked on top of SR protection:
(1 - 0.6) * (1 - 0.5) * (50% - 25%) = 0.4 * 0.5 * (25%) = 5%. Elude floors the attacker, like it always has. *But*, tohit buffs have *some* effectiveness, but not set-destroying effectiveness. A +20% tohit buff does this:
0.4 * 0.5 * (50% +20% - 25%) = 0.4 * 0.5 * (45%) = 9%.
A 20% tohit buff has almost doubled the damage you can do to an eluded scrapper: +80%. But that's about all it can do: here's +50%:
0.4 * 0.5 * (50% + 50% - 25%) = 0.4 * 0.5 * (75%) = 15%.
Not much more: the tohit buffs are being resisted by the base SR anti-accuracy defenses and the part of Elude that is also based on anti-accuracy. 25 more points of tohit are only translating to 6 points more net tohit. In the absence of anti-accuracy, under similar conditions going from 25% to 31% defense would have done roughly the same thing. Tohit buffs have a stronger effect on Elude than normal SR defenses, because they are designed to: SR scrappers are not designed to have Elude-strength defenses no matter what: Elude is counterable. But the act of countering Elude doesn't counter the rest of the set: anti-accuracy kicks in to stop total collapse.
The numbers are negotiable: these are offered as examples.
Win #2: Elude works, but not *too* well.
This is a win-win in PvP. SR scrappers get to keep their defenses in the presence of high-order tohit buffs, but they cannot make tohit irrelevant by stacking tons of defense over the tohit ceiling. Defense always works, tohit always works as a counter in the cases of highly stacked defense.
There's a PvE win also. SR powers are split into toggles and passives. The passives are very weak: they have to be because they stack with the toggles, and making them too strong makes stacked SR powers potentially too strong: it can push SR too close to the magic 45% defense mark.
But if conventional SR defenses are intended to be "intrinsic" and therefore resistant to tohit buffs, both toggles and passives will be 100% anti-accuracy. This means toggles and passives can *both* be stronger by themselves, and still combine to get the same net result.
I'll skip past the math: anti-accuracy passives of 0.125 and toggles of 0.320 look like this:
Passive: 0.125 unslotted, 0.195 slotted, 19.5% damage mitigation by itself (slotted current SR passive damage mitigation: 17.6%)
Toggle: 0.320 unslotted, 0.499 slotted, 49.9% damage mitigation by itself (slotted current SR toggle damage mitigation: 43.3%).
Combined damage mitigation: 1 - (1 - 0.195) * (1 - 0.499) = 0.597, or 59.7% (about the same as current: 30.4%, or 60.8%).
So people who just take the passive will be better off than before, people who just take the toggle will be better off than before, and people who take both will have the same protection as now.
Win #3: Passive defense powers don't have to suck.
This directly translates to Force Field defenders. Their buffing bubbles are external buffs (to their targets): that's arguably meant to be conventional defense (its vulnerable to tohit). The Dispersion bubble is buffing defense, but its also the FF defenders primary self protection: it should be Anti-accuracy, to be less vulnerable to tohit buffs (its "balanced" at its current strength). The correct balance point is where the players inside the FF bubbles and under the dispersion bubble have the same protective strength as they do now, and to do that, the dispersion bubble will have to be stronger than it is now, to net to the same strength. Net effect: FF defender effectiveness as a team buffer is the same, FF buffs are slightly less vulnerable to tohit buffs (not as much as SR scrappers, but better than now), and their own personal protection is both higher than now, and equally resistant to tohit buffs as SR scrappers. Win, win, win.
What happens when FF defenders bubble SR scrappers? SR scrappers keep their intrinsic tohit buff resistance, but the two small bubbles will be negatable with tohit buffs: outside defensive buffs countered by attacker tohit buffs. So buffs do not become more important than intrinsic defense: attackers in PvP are not overwhelmed by defense. Their tohit buffs do what they are supposed to do: counter defense buffs. Buff counters buff, without negating power set capability to protect self.
Win #4: Force field defenders get better self protection, but their team benefit remains the same, or slightly better. But they cannot overstack defense in a way attackers in PvP cannot penetrate.
One more win: power pool defense powers. Right now, those are weak, because they cannot be made any stronger: they would stack too strongly with things that have high order defenses, like SR scrappers, Ice tankers, etc. But after this change is made, those high order defensive sets will have most or all of their protection in Anti-Accuracy. And Anti-Accuracy does not stack with conventional defense. This means powers designers can boost the strength of powers like combat jumping, so that they are effective for low defense things like blasters and defenders, without having to worry about them making things like SR scrappers and Ice tankers indestructible. The power pool stacking problem goes away, and squishies get to have better power pool protection, without breaking other things. Another PvE win, and a PvP win. This is just a plain win, period.
Win #5: Power pool defenses don't have to suck. They won't be ultra powerful for defense sets either
Summary: Convince Positron to devote resources to the problem, convince the developers to add Anti-Accuracy to solve the problem, and convince Castle to use it to rebalance the defense sets in the right way: by breaking up all defense protections into intrinsic protection which are not balanced for, and should therefore be resistant to, tohit buffs, and extrinsic protection buffs which are meant to be directly countered by tohit buffs, as a buff-counterbuff situation, in both PvP and PvE.
Do that, and defense functions correctly by my definition of "functions correctly" which is: it does what its designed to do, for things given it, and it doesn't break everyone else when its heavily stacked, because there are direct countermeasures to it when its heavily stacked. By making two "defenses" - one that is resistant to tohit buffs, and one that is not, you can give everyone what they should have: resistent protection where appropriate, and non-resistant protection where not appropriate.