Hit Chance: Difference between revisions

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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]], or [[Moxie]] for [[:Category:Ranged Weapons|ranged weapons]].
 
If you use [[Moxious Maneuver]], your Attack is your buffed [[Moxie]] regardless of your weapon.


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/Moxie nonsense and have straight Attack and Defense stats.
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The exact hit rate mechanic is not linear, but this is a useful approximation suitable for almost all gameplay purposes:  
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;"|6 + Attack - Defense
|style="border-bottom:1px solid black;"|6 + Attack - Defense
|rowspan="2"|* (100 - Fumble%)
|rowspan="2"|× (100 - Fumble%)
|-
|-
|10.5
|11
|}
|}


For example: your Seal Clubber has 153 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;"|6 + 153 - 150
|style="border-bottom:1px solid black;"|6 + 153 - 150
|rowspan="2"|* (100 - 4.545) = 81.8%
|rowspan="2"|× (100 - 4.545) = 78.1%
|-
|-
|10.5
|11
|}
|}


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 57%, chance to hit. For every additional point of Attack you have, add 1/10.5, or 9.5%, to your non-fumble chances to hit. For every additional point of Defense your target has, subtract 1/10.5, or 9.5%, 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 small but non-zero chance of missing/hitting.  This includes monster level variation.  
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:
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     <td>baserate</td>
     <td>baserate</td>
     <td>=</td>
     <td>=</td>
     <td>((6+attack-defense)/10.5), minimum 0 maximum 1</td>
     <td>((6+attack-defense)/11), minimum 0 maximum 1</td>
   </tr>
   </tr>
   <tr>
   <tr>
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   </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]].


==Monster Hit Chance==
==History==
Monster hit chances are not exactly linear, but here is a useful approximate formula suitable for almost all gameplay purposes:[http://forums.hardcoreoxygenation.com/viewtopic.php?p=39149#39149]
*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]].
* Base&nbsp;% = (6.5 + (Atk-Mox))/12,      &nbsp;&nbsp;&nbsp;&nbsp;(minimum 0, maximum 1)
*Critical hits became automatic hits on [http://forums.kingdomofloathing.com/vb/showthread.php?p=2755264 March 27, 2008].
* Crit&nbsp;&nbsp;&nbsp;% = 6  % flat
*The hit rate mechanics were quietly changed at some point after that, probably when monster criticals/fumbles were introduced.
* Fumb% = 6  % flat
*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 hits.  Confusing?  Yeah.
* Hit&nbsp;&nbsp;&nbsp;&nbsp;% = &nbsp;&nbsp;&nbsp;(base%)&nbsp;(1 - (crit% + fumb%))  &nbsp;&nbsp;&nbsp;&nbsp;(minimum 0%, max 88%)
*Prior to May 22, 2013, the skill [[Moxious Maneuver]] allowed using Moxie to determine hit chance regardless of weapon.
* Miss&nbsp;&nbsp;% = (1-base%) (1 - (crit% + fumb%))  &nbsp;&nbsp;&nbsp;&nbsp;(minimum 0%, max 88%)
 
Below -6 moxie (relative to monster level) you will always be hit; above +7 moxie (relative to monster level) you will always dodge. (At exactly 6 below or 7 above there is a tiny chance you will dodge/hit: see graphs, below).  Apart 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.
 
==Probable Mechanic==
*The way this probably works is as follows.  To see if monster hits:
:*find the monster's Awesomeness, defined as Attack-Moxie.
:*determine critical hit or critical miss with 6% probability.  If neither occurs,
:*roll two eight-sided dice; add the first and subtract the other.
:*If the result is 0 or negative, the monster misses; if the result is +1 or more the monster hits.
*For math geeks: by "8-sided die" we mean "computer-generated uniform pseudorandom variate from 1 to 8".  The resulting curve is not linear but rather the [[wikipedia:Triangular_distribution|CDF of a triangular distribution]], though the linear formulas given above are a decent approximation.
*Character hit rate is determined in a similar manner except that there may be more or fewer dice rolls -- until we understand monster level variation it will be hard to give an exact picture of how this is determined.
*For the original spading and graphs showing Hit Rate vs. Awesomeness, see [http://forums.hardcoreoxygenation.com/viewtopic.php?t=2945 this HCO forum thread].
 
==Notes==
*The hit rate mechanics were quietly changed at some point, probably when monster criticals/fumbles were introduced.
*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.


==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