Hit Chance: Difference between revisions
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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 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. | ||
Your Attack stat is the buffed stat you're attacking with: Muscle for melee weapons, Moxie for ranged weapons, and Mysticality if you're wielding a staff and have either Spirit of Rigatoni or | 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 Defense is your Moxie. (Monsters skip all of the Muscle/Mysticality/Moxie nonsense and have straight Attack and Defense stats.) | Your Defense is 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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# It may to be due to the rare case of a random number generator producing exactly 1.000 when asked for a number between 0 and 1. | # It may to be due to the rare case of a random number generator producing exactly 1.000 when asked for a number between 0 and 1. | ||
# 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 Also== | |||
*[[Critical Hit Chance]] | |||
*[[Fumble Chance]] | |||
[[Category:Game Mechanics]] |
Revision as of 08:30, 29 March 2006
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.
Your Attack stat is the buffed stat you're attacking with: 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. Note that Crossbow Fever increases your Attack by 10, for to-hit purposes of crossbows only.
Your Defense is 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.
154 - 150 | * 100 + 50 = 72.222...% |
18 |
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.
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:
- It may to be due to the rare case of a random number generator producing exactly 1.000 when asked for a number between 0 and 1.
- Getting Jumped/Fumbling seems to give a -1 Defense penalty for that turn, and Jumping a monster gives you a +1 Attack bonus.