Hit Chance: Difference between revisions
imported>Tyken m cleaning up some [[ |
imported>Tyken →Hit Chance Formula: alternate theory |
||
Line 29: | Line 29: | ||
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. | ||
# 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== | ==See Also== |
Revision as of 06:13, 5 April 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:
- 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.