Hit Chance: Difference between revisions

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Hit Chance Formula: Ack. Save != Preview. Made final outcomes into a table, changed critical hit details to fit conjecture stated in discussion page
imported>Aventuristo
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{{NeedsSpading|There have been at least 2 major mechanics changes in this part of the game since this page was written.  The whole thing needs to be respaded from the very beginning.}}
{{RETURNTO Mechanics}}
{{RETURNTO Mechanics}}
The first, most important, step towards rifling through the pockets of a corpse is creating a corpse with pockets to be rifled. To achieve this lofty goal, one must first hit one's opponent. For regular, weapon-based combat, your chances to hit a given foe are determined by comparing your Attack to your opponent's Defense; the difference determines your chances to hit.


The first, most important, step towards rifling through the pockets of a corpse is creating a corpse with pockets to be rifled. To achieve this lofty goal, one must first hit one's opponent. Your chances to hit a given foe are determined by comparing your Attack to your opponent's Defense; the difference determines your chances to hit.
Your Attack is the buffed stat with which you are attacking: [[Muscle]] for [[melee weapons]] or [[mysticality weapons]], and [[Moxie]] for [[ranged weapons]]. If you don't have a weapon equipped, then [[Muscle]] is used to determine your attack.


Your Attack is the buffed stat with which you are attacking: [[Muscle]] for [[:Category:Weapons|melee weapons]], [[Moxie]] for [[:Category:Ranged Weapons|ranged weapons]], and [[Mysticality]] if you're wielding a [[:Category:Staves|staff]] and have either [[Spirit of Rigatoni]] or [[special sauce glove]].
Your Defense is equal to your [[Moxie]]. Monsters skip all of the Muscle/Moxie nonsense and have straight Attack and Defense stats.
 
Your Defense is equal to your [[Moxie]]. Monsters skip all of the Muscle/Mysticality/Moxie nonsense and have straight Attack and Defense stats.


===Hit Chance Formula===
===Hit Chance Formula===


 
The exact hit rate mechanic is not linear, but this is a useful approximation suitable for almost all gameplay purposes:
{| border="0" cellpadding="3" cellspacing="0" style="text-align:center"
:{| border="0" cellpadding="3" cellspacing="0" style="text-align:center; font-variant: small-caps; font-weight: bold;"
|rowspan="2"|Hit % =  
|rowspan="2"|Hit % =  
|style="border-bottom:1px solid black;"|9 + Attack - Defense
|style="border-bottom:1px solid black;"|6 + Attack - Defense
|rowspan="2"|* (100 - Fumble%)
|rowspan="2"|× (100 - Fumble%)
|-
|-
|18
|11
|}
|}


For example: your Seal Clubber has 154 Muscle, lacks [[Eye of the Stoat]], and is fighting something with 150 Defense.
For example: your Seal Clubber has 153 Muscle, lacks [[Eye of the Stoat]], and is fighting something with 150 Defense.


{| border="0" cellpadding="3" cellspacing="0" style="text-align:center"
:{| border="0" cellpadding="3" cellspacing="0" style="text-align:center; font-variant: small-caps; font-weight: bold;"
|rowspan="2"|Hit % =  
|rowspan="2"|Hit % =  
|style="border-bottom:1px solid black;"|9 + 154 - 150
|style="border-bottom:1px solid black;"|6 + 153 - 150
|rowspan="2"|* (100 - 4.545) = 68.939...%
|rowspan="2"|× (100 - 4.545) = 78.1%
|-
|-
|18
|11
|}
|}


In other words: of the times you do not [[Fumble Chance|fumble]], when your Attack equals your target's Defense there is a 1/2, or 50%, chance to hit. For every additional point of Attack you have, add 1/18, or 5.56%, to your non-fumble chances to hit. For every additional point of Defense your target has, subtract 1/18, or 5.56%, from your non-fumble chances to hit. Thus, having 9 more Attack than your opponent's Defense will ensure 100% accuracy (barring fumbles), and having 9 more Defense than your opponent's Attack ensures a 100% dodge rate (barring monster criticals).
In other words: of the times you do not [[Fumble Chance|fumble]], when your Attack equals your target's Defense there is a slightly better than 1/2, or 54.5%, chance to hit. For every additional point of Attack you have, add 1/11, or 9.1%, to your non-fumble chances to hit. For every additional point of Defense your target has, subtract 1/11, or 9.1%, from your non-fumble chances to hit. Below -6 Attack (relative to monster defense) you will always miss; above +5 Attack (relative to monster defense) you will always hit. At exactly -6 and +5 there is a zero chance of missing/hitting.  


Some fraction of all attack attempts will be [[Critical Hit Chance|critical hit]]s, and the rest of the hits will be normal.  Given a fumble rate of <var>fumbrate</var> and a critical rate of <var>critrate</var>, the final outcomes are:
Some fraction of all attack attempts will be [[Critical Hit Chance|critical hit]]s, and the rest of the hits will be normal.  Given a fumble rate of <var>fumbrate</var> and a critical rate of <var>critrate</var>, the final outcomes are:
<table>
<table>
  <tr>
    <td>baserate</td>
    <td>=</td>
    <td>((6+attack-defense)/11), minimum 0 maximum 1</td>
  </tr>
   <tr>
   <tr>
     <td>fumble chance</td>
     <td>fumble chance</td>
     <td>=</td>
     <td>=</td>
    <td>&nbsp;</td>
     <td>fumbrate</td>
     <td>fumbrate</td>
   </tr>
   </tr>
Line 41: Line 46:
     <td>normal hit</td>
     <td>normal hit</td>
     <td>=</td>
     <td>=</td>
    <td>&nbsp;</td>
     <td>(1-fumbrate)*(baserate-critrate)</td>
     <td>((9+attack-defense)/18)*(1-fumbrate)*(1-critrate)</td>
   </tr>
   </tr>
   <tr>
   <tr>
     <td>critical hit</td>
     <td>critical hit</td>
     <td>=</td>
     <td>=</td>
    <td>&nbsp;</td>
     <td>(baserate) or (critrate), whichever  
     <td>((9+attack-defense)/18)*(1-fumbrate) or (critrate), whichever  
     is lesser</td>
     is lesser</td>
   </tr>
   </tr>
Line 54: Line 57:
     <td>miss</td>
     <td>miss</td>
     <td>=</td>
     <td>=</td>
     <td>1 -</td>
     <td>(1-fumbrate)*(1-baserate)</td>
    <td>((9+attack-defense)/18)*(1-fumbrate)</td>
   </tr>
   </tr>
</table>
</table>
===Regular Attacks Can't Miss===
Certain pieces of equipment and effects grant the ability to never miss with regular attacks, although you can still fumble. These are:
*Equipment
**[[Red Fox glove]]
**[[Thor's Pliers]]
*Effects
**[[Chalked Weapon]] (from [[cube of billiard chalk]])
**[[Comic Violence]] (from [[gremlin juice]])
**[[Song of Battle (effect)]] (from [[Song of Battle (skill)]])
==Notes==
*When dealing with stats over 200 you start needing progressivly more attack over the monsters defense in order to always hit.
*Information about Monster Hit Chance can be found at [[Monsters]].


Note that monsters have a small flat chance to fumble (miss regardless of relative stats) and a small flat chance to critical (hit regardless of relative stats). The chances are assumed to be 5% for monster fumbles and 5% for monster criticals, but are not known for sureApart from the funny flavor text, a monster fumble is no different than an ordinary miss and a monster critical is no different than an ordinary hit.
==History==
*Before [[NS13]], [[Mysticality]] was an attack stat if you were wielding a [[:Category:Staves|staff]] and had either [[Spirit of Rigatoni]] or a [[special sauce glove]] equipped. However, the introduction of [[mysticality weapons]] made this ability irrelevant, and they now allow the ability to wield [[:Category:Chefstaves|chefstaves]].
*Critical hits became automatic hits on [http://forums.kingdomofloathing.com/vb/showthread.php?p=2755264 March 27, 2008].
*The hit rate mechanics were quietly changed at some point after that, probably when monster criticals/fumbles were introduced.
*The mechanics changed ''again'' when glancing blows were introduced, on [http://forums.kingdomofloathing.com/vb/showthread.php?t=195809 September 5, 2012].  Critical hits that become automatic hits become non-critical hitsConfusing?  Yeah.
*Prior to May 22, 2013, the skill [[Moxious Maneuver]] allowed using Moxie to determine hit chance regardless of weapon.


==See Also==
==See Also==

Latest revision as of 21:54, 17 February 2018

There are some vague or non-exact figures and information on this page. Some spading is required.

There have been at least 2 major mechanics changes in this part of the game since this page was written. The whole thing needs to be respaded from the very beginning.

[ Return to Game Mechanics ] The first, most important, step towards rifling through the pockets of a corpse is creating a corpse with pockets to be rifled. To achieve this lofty goal, one must first hit one's opponent. For regular, weapon-based combat, your chances to hit a given foe are determined by comparing your Attack to your opponent's Defense; the difference determines your chances to hit.

Your Attack is the buffed stat with which you are attacking: Muscle for melee weapons or mysticality weapons, and Moxie for ranged weapons. If you don't have a weapon equipped, then Muscle is used to determine your attack.

Your Defense is equal to your Moxie. Monsters skip all of the Muscle/Moxie nonsense and have straight Attack and Defense stats.

Hit Chance Formula

The exact hit rate mechanic is not linear, but this is a useful approximation suitable for almost all gameplay purposes:

Hit % = 6 + Attack - Defense × (100 - Fumble%)
11

For example: your Seal Clubber has 153 Muscle, lacks Eye of the Stoat, and is fighting something with 150 Defense.

Hit % = 6 + 153 - 150 × (100 - 4.545) = 78.1%
11

In other words: of the times you do not fumble, when your Attack equals your target's Defense there is a slightly better than 1/2, or 54.5%, chance to hit. For every additional point of Attack you have, add 1/11, or 9.1%, to your non-fumble chances to hit. For every additional point of Defense your target has, subtract 1/11, or 9.1%, from your non-fumble chances to hit. Below -6 Attack (relative to monster defense) you will always miss; above +5 Attack (relative to monster defense) you will always hit. At exactly -6 and +5 there is a zero chance of missing/hitting.

Some fraction of all attack attempts will be critical hits, and the rest of the hits will be normal. Given a fumble rate of fumbrate and a critical rate of critrate, the final outcomes are:

baserate = ((6+attack-defense)/11), minimum 0 maximum 1
fumble chance = fumbrate
normal hit = (1-fumbrate)*(baserate-critrate)
critical hit = (baserate) or (critrate), whichever is lesser
miss = (1-fumbrate)*(1-baserate)

Regular Attacks Can't Miss

Certain pieces of equipment and effects grant the ability to never miss with regular attacks, although you can still fumble. These are:

Notes

  • When dealing with stats over 200 you start needing progressivly more attack over the monsters defense in order to always hit.
  • Information about Monster Hit Chance can be found at Monsters.

History

  • Before NS13, Mysticality was an attack stat if you were wielding a staff and had either Spirit of Rigatoni or a special sauce glove equipped. However, the introduction of mysticality weapons made this ability irrelevant, and they now allow the ability to wield chefstaves.
  • Critical hits became automatic hits on March 27, 2008.
  • The hit rate mechanics were quietly changed at some point after that, probably when monster criticals/fumbles were introduced.
  • The mechanics changed again when glancing blows were introduced, on September 5, 2012. Critical hits that become automatic hits become non-critical hits. Confusing? Yeah.
  • Prior to May 22, 2013, the skill Moxious Maneuver allowed using Moxie to determine hit chance regardless of weapon.

See Also