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. 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 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. | 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"| | |rowspan="2"|× (100 - Fumble%) | ||
|- | |- | ||
| | |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"| | |rowspan="2"|× (100 - 4.545) = 78.1% | ||
|- | |- | ||
| | |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 | 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)/ | <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]]. | |||
== | ==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 hits. Confusing? Yeah. | |||
*Prior to May 22, 2013, the skill [[Moxious Maneuver]] allowed using Moxie to determine hit chance regardless of weapon. | |||
*Before [[NS13]], [[Mysticality]] was an attack stat if you were wielding a [[ | |||
==See Also== | ==See Also== |
Latest revision as of 21:54, 17 February 2018
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There are some vague or non-exact figures and information on this page. Some spading is required.
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[ 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:
- Equipment
- Effects
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.