The one thing I noticed was that using temp powers in my chain messed up the streak breaker because of the lower accuracy of those attacks. Don't know if that was a "real" thing or not.
Moonlighter~
That was a real thing. The way the streakbreaker worked was basically this: for every entity capable of using powers, the game kept a counter of all the times anything they did which required a tohit roll missed. So at any moment in time, the game knew how many misses in a row that particular entity - including player characters - had seen in a row. On every hit, that counter reset to zero. What's more, the game *also* kept a second value, and that value was the *worst* tohit required you had experienced up to that point.
Its that second value that most players either didn't know about or kept forgetting about. What it meant was this: if you started missing, switching to a more accurate attack would not automatically reset the streakbreaker. Say you're using nothing but attacks that have a net overall chance tohit of 95%, and you keep hitting. The streakbreaker counter would read zero, and the streakbreaker tohit value would be probably also be zero (or possibly 1.0, but that's an implementation thing not important here). At some point though, you whip out some crappy unslotted attack that has a 75% chance to hit the target, and you miss.
At that moment, the streakbreaker would record a 1 in the counter and 0.75 in the tohit value. Now, if you keep swinging with that attack because the streakbreaker is programmed to allow a maximum of 3 misses at 75%, the streakbreaker won't do anything until the counter reads three. When it reads three, on the next swing the streakbreaker will kick in and automatically force a hit.
But what if, after that first miss, you switch to a more accurate attack? Many players believed that since their current swing has a 95% chance tohit and the streakbreaker kicks in on one miss for 95%, that next swing would be forced to hit by the streakbreaker. Nope. The streakbreaker does not use the tohit required of the current attack. It uses the *lower* of the current attack or the streakbreaker tohit value. That value sits at 75%, so the streakbreaker will remain stuck at allowing 3 misses. It will continue to do so until you hit normally or you reach 3 and the streakbreaker forces a hit.
What's more, if you miss three times and think the next attack is guaranteed and so you whip out an even crappier attack, something that has an overall chance to hit of, say, 35%, then the streakbreaker will use that value, since its lower than the current value of 75%, and that value allows for up to 6 misses. Moreover, the streakbreaker value will reset downward to 35%, and stay there until you generate a hit or reach 6 misses.
The streakbreaker "trigger" is the worst net tohit you experienced during your current miss streak. You cannot game the system by tossing in a more accurate attack to reset it. Remember the streakbreaker is giving away free hits you shouldn't get normally. It will only do so under the specific circumstance of the player using attacks with a certain tohit or better experiencing a certain amount of misses in a row. If you use a crappy attack and it misses, you're committed to the streakbreaker trigger for that attack, unless you use something even worse. But you can only buy yourself out of that trigger by actually hitting something, or reaching the trigger.