How to hit and how not to be hit
Basically, the chance to hit and the chance not to hit use the same attribute for the same type of attack. The are broken down into 4 categories:
Melee for Melee, Agility for Physical Ranged (Including most Elemental Powers), Logic (TK and telepathy, including Control powers, Control powers (Grab, Push, Suffocation, etc) that aren't Telekinetic or Telepathic (Elemental mostly) and Magic powers (but Magic doesn't apply here).
The multiplier powers (Accuracy, Brilliance, Discipline, and Mighty) boost damage and out of combat rolls, but not to hit or defense rolls.
While you're likely to only train one attribute (two, possibly, if you use elemental powers) this needn't leave you lacking in Defense. The powers Brawling, Evasion, Integrity and Wisdom let you (at the price of one power slot) get twice the protection from one attribute by having it protect against either both physical combat modes or both mental combat modes. This is a lot cheaper than training multiple attributes up purely for defense.