Constructive & Helpful!
They do still mean something, they are a gauge for how frequently you hit (or miss, depending on how you look at it), which yes, can fluctuate heavily in a PvP scenario where the enemy can increase their dodge and decrease your hit chances, both which can counteract 100%+ hit chances. I haven't done enough testing to figure out whether or not there's a mechanic that actually caps out your hit at 100% and any decrease in hit actually makes you go below, or if having hit rates above 100% actually nullifies possible hit decrease debuffs to an extent and also on the same note, if the order of applying buffs/debuffs have a say in that, in the case that it does cap out at 100%.
Either way, it's important to distinguish between dodges and misses, because they are 2 different things in the context of AQW, but often times have the same impact. I said previously that Immortal Chronomancer has a hit rate of above 100%, which makes it impossible (and I have yet to see it) to "miss" against any boss/mob, but there has been plenty of times when the enemy in question has "dodged", nullifying my attack. The only good thing about it being dodges is that it doesn't use up "The Fourth Dimension" which rarely means much if you manage the Deadlock stacks properly anyways. The main point here is that your chance to hit is independent of the enemy's chance to dodge (in PvE at least, and likely PvP too, why would there be a difference?), so you could have infinite hit chance, but that wont negate the enemy's chance to dodge, which in the case of mobs/bosses is generally very low and in the case of PvP, is significantly higher. Even some classes which aren't meant to dodge a lot can have dodge rates of 15-20%+.
In the example you gave with SSoT, even if you were to cap out both effects of Chaos Rift (I assume you can have both the hit increase and dodge decrease active at once), Troll Spellsmith still have a dodge chance of 18.05% with full wiz and a max dodge of 20.24% with full luck, same goes for Scarlet. VHL has 21.1% with full luck, so that will also give an ever so slight chance of a dodge to occur. Int based classes seems to have the lowest dodge in general (18.05%), followed by physical classes (21.1%), then hybrid classes (24.68%) and finally dodge classes (which has varying base dodge), assuming all were using lvl 83 luck enancements. There may be some exceptions to the rule, but those numbers seem pretty consistent throughout. With these dodge rates, it should be impossible for SSoT alone, to guarantee everything hits 100% of the time. The Captain should have a significantly lower chance of dodging than players, but without decreasing his dodge enough, would be possible.
I should probably also mention this before I forget it, but once you have stacked up your Infinity Rift stacks to 4 with Immortal Chronomancer, you can start off a boss fight with Speed Abrasion (the nuke skill) and if that hits, you will have successfully decreased enemy's dodge chance to where it will be literally impossible to miss until other factors are counted in. If it doesn't hit, then it's kind of whatever, all it really does is increase the time you need to pull of another Speed Abrasion by a couple seconds, plus the chances of the boss dodging twice is extremely slim. It happening once is quite rare in itself.
< Message edited by Metakirby -- 7/3/2018 9:12:18 >