Hit Chance: Difference between revisions
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 | 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 | 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]]. | 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 | 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). | # 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
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:
- 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.