Hit Chance: Difference between revisions

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imported>Tyken
Hit Chance Formula: alternate theory
imported>Cor nocae
Removed the Crossbow Fever reference and added grammar.
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{{RETURNTO Mechanics}}
{{RETURNTO Mechanics}}


The first, most important step towards rifling through the pockets of a corpse is creating a corpse to rifle the pockets thereof. And to achieve that lofty goal, one must first hit one's opponent. Hit-rate is determined by comparing your Attack stat to the monsters Defense, and the difference determines the hit-rate.  
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 stat is the buffed stat you're attacking with: [[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]].  Note that [[Crossbow Fever]] increases your Attack by 10, for to-hit purposes of crossbows only.
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 your [[Moxie]]. (Monsters skip all of the Muscle/Mysticality/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===
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{| border="0" cellpadding="3" cellspacing="0" style="text-align:center"
{| border="0" cellpadding="3" cellspacing="0" style="text-align:center"
|rowspan="2"|Hit % =
|style="border-bottom:1px solid black;"|154 - 150
|style="border-bottom:1px solid black;"|154 - 150
|rowspan="2"|* 100 + 50 = 72.222...%
|rowspan="2"|* 100 + 50 = 72.222...%
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|}
|}


In other words: when Attack = Defense, there is a 50% hit-rate. Every 1 point of Attack above Defense gives another 1/18, or 5.56% chance to hit. The same goes for the opposite, each 1 point less means 1/18 or 5.56% less chance. Thus, having 9 Attack above a Monsters Defense will ensure 100% accuracy, and having 9 more Moxie above a Monster's attack ensures a 100% dodge rate.  
In other words: 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 chances to hit. For every additional point of Defense your target has, subtract 1/18, or 5.56%, from your chances to hit. Thus, having 9 more Attack than your opponent's Defense will ensure 100% accuracy, and having 9 more Defense than your opponent's Attack ensures a 100% dodge rate.


Note that even when Attack = Defense - 9, there may still be a small, small chance that you can be hit. There are two theories to explain this:  
Note that even when Attack = Defense - 9, there may still be a small, small chance that you can be hit. There are two theories to explain this:  


# The "real" mechanics may be that each combatant rolls an 11-sided die that results in a number between +5 and -5 being added to attack, and another such random number being added to defense, and Attack + Roll is compared against Defense + Roll (with ties hitting 50% of the time). This would suggest that a difference of 9 would hit on 2 out of 121 rolls, which may have been rare enough to simply be discounted in the initial investigation.
# The "real" mechanics may be that each combatant rolls an 11-sided die that results in a number between +5 and -5 being added to attack, and another such random number being added to defense, and Attack + Roll is compared against Defense + Roll (with ties hitting 50% of the time). This would suggest that a difference of 9 would hit on 2 out of 121 rolls, which may have been rare enough to simply be discounted in the initial investigation.
# Getting Jumped/Fumbling seems to give a -1 Defense penalty for that turn, and Jumping a monster gives you a +1 Attack bonus.
# Getting Jumped/Fumbling seems to give a -1 Defense penalty for that turn, and Jumping a monster gives you a +1 Attack bonus.



Revision as of 08:32, 27 May 2006

[ 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. 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, Moxie for ranged weapons, and Mysticality if you're wielding a staff and have either Spirit of Rigatoni or special sauce glove.

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 % = Attack - Defense * 100 + 50
18

For example: your Seal Clubber has 154 Muscle, fighting something with 150 Defense.

Hit % = 154 - 150 * 100 + 50 = 72.222...%
18

In other words: 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 chances to hit. For every additional point of Defense your target has, subtract 1/18, or 5.56%, from your chances to hit. Thus, having 9 more Attack than your opponent's Defense will ensure 100% accuracy, and having 9 more Defense than your opponent's Attack ensures a 100% dodge rate.

Note that even when Attack = Defense - 9, there may still be a small, small chance that you can be hit. There are two theories to explain this:

  1. The "real" mechanics may be that each combatant rolls an 11-sided die that results in a number between +5 and -5 being added to attack, and another such random number being added to defense, and Attack + Roll is compared against Defense + Roll (with ties hitting 50% of the time). This would suggest that a difference of 9 would hit on 2 out of 121 rolls, which may have been rare enough to simply be discounted in the initial investigation.
  2. Getting Jumped/Fumbling seems to give a -1 Defense penalty for that turn, and Jumping a monster gives you a +1 Attack bonus.

See Also