Hit Chance: Difference between revisions

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# 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.
See [[Safe Adventuring]] for information that applies this concept.


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

Revision as of 05:10, 5 November 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 Safe Adventuring for information that applies this concept.

See Also