Hit Chance: Difference between revisions

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Hit Chance Formula: alternate theory
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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:  


# 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.
# 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

[ Return to Game 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.

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:

  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