Hit Chance: Difference between revisions
imported>Dehstil m Safe Adventuring |
imported>DirkDiggler Accounted for criticals, fumbles |
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Line 8: | Line 8: | ||
===Hit Chance Formula=== | ===Hit Chance Formula=== | ||
{| border="0" cellpadding="3" cellspacing="0" style="text-align:center" | {| border="0" cellpadding="3" cellspacing="0" style="text-align:center" | ||
|rowspan="2"|Hit % = | |rowspan="2"|Hit % = | ||
|style="border-bottom:1px solid black;"|Attack - Defense | |style="border-bottom:1px solid black;"|9 + Attack - Defense | ||
|rowspan="2"|* 100 | |rowspan="2"|* (100 - Fumble%) | ||
|- | |- | ||
|18 | |18 | ||
|} | |} | ||
For example: your Seal Clubber has 154 Muscle, fighting something with 150 Defense. | For example: your Seal Clubber has 154 Muscle, lacks [[Eye of the Stoat]], and is fighting something with 150 Defense. | ||
{| border="0" cellpadding="3" cellspacing="0" style="text-align:center" | {| border="0" cellpadding="3" cellspacing="0" style="text-align:center" | ||
|rowspan="2"|Hit % = | |rowspan="2"|Hit % = | ||
|style="border-bottom:1px solid black;"|154 - 150 | |style="border-bottom:1px solid black;"|9 + 154 - 150 | ||
|rowspan="2"|* 100 | |rowspan="2"|* (100 - 4.545) = 68.939...% | ||
|- | |- | ||
|18 | |18 | ||
|} | |} | ||
In other words: when your Attack equals your target's Defense | In other words: of the times you do not [[Fumble Chance|fumble]], 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 non-fumble chances to hit. For every additional point of Defense your target has, subtract 1/18, or 5.56%, from your non-fumble chances to hit. Thus, having 9 more Attack than your opponent's Defense will ensure 100% accuracy (barring fumbles), and having 9 more Defense than your opponent's Attack ensures a 100% dodge rate (barring monster criticals). | ||
Of these hits, some fraction will be [[Critical Hit Chance|critical hit]]s, the rest normal. Given a fumble rate of <var>fumbrate</var> and a critical rate of <var>critrate</var>, the final outcomes are: | |||
fumble chance = fumbrate | |||
normal hit = ((9+attack-defense)/18)*(1-fumbrate)*(1-critrate) | |||
critical hit = ((9+attack-defense)/18)*(1-fumbrate)* (critrate) | |||
miss = 1 - ((9+attack-defense)/18)*(1-fumbrate) | |||
Note that monsters have a small flat chance to fumble (miss regardless of relative stats) and a small flat chance to critical (hit regardless of relative stats). The chances are assumed to be 5% for monster fumbles and 5% for monster criticals, but are not known for sure. Apart from the funny flavor text, a monster fumble is no different than an ordinary miss and a monster critical is no different than an ordinary hit. | |||
==See Also== | ==See Also== |
Revision as of 02:25, 23 November 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 % = | 9 + Attack - Defense | * (100 - Fumble%) |
18 |
For example: your Seal Clubber has 154 Muscle, lacks Eye of the Stoat, and is fighting something with 150 Defense.
Hit % = | 9 + 154 - 150 | * (100 - 4.545) = 68.939...% |
18 |
In other words: of the times you do not fumble, 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 non-fumble chances to hit. For every additional point of Defense your target has, subtract 1/18, or 5.56%, from your non-fumble chances to hit. Thus, having 9 more Attack than your opponent's Defense will ensure 100% accuracy (barring fumbles), and having 9 more Defense than your opponent's Attack ensures a 100% dodge rate (barring monster criticals).
Of these hits, some fraction will be critical hits, the rest normal. Given a fumble rate of fumbrate and a critical rate of critrate, the final outcomes are:
fumble chance = fumbrate normal hit = ((9+attack-defense)/18)*(1-fumbrate)*(1-critrate) critical hit = ((9+attack-defense)/18)*(1-fumbrate)* (critrate) miss = 1 - ((9+attack-defense)/18)*(1-fumbrate)
Note that monsters have a small flat chance to fumble (miss regardless of relative stats) and a small flat chance to critical (hit regardless of relative stats). The chances are assumed to be 5% for monster fumbles and 5% for monster criticals, but are not known for sure. Apart from the funny flavor text, a monster fumble is no different than an ordinary miss and a monster critical is no different than an ordinary hit.