Hit Chance: Difference between revisions

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Accounted for criticals, fumbles
imported>Poochy
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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).
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:
Some fraction of all attack attempts will be [[Critical Hit Chance|critical hit]]s, and the rest of the hits will be normal.  Given a fumble rate of <var>fumbrate</var> and a critical rate of <var>critrate</var>, the final outcomes are:
   fumble chance =    fumbrate
   fumble chance =    fumbrate
   normal hit    =    ((9+attack-defense)/18)*(1-fumbrate)*(1-critrate)
   normal hit    =    ((9+attack-defense)/18)*(1-fumbrate)*(1-critrate)
   critical hit  =    ((9+attack-defense)/18)*(1-fumbrate)* (critrate)
   critical hit  =    ((9+attack-defense)/18)*(1-fumbrate) or (critrate), whichever is lesser
   miss          = 1 - ((9+attack-defense)/18)*(1-fumbrate)
   miss          = 1 - ((9+attack-defense)/18)*(1-fumbrate)



Revision as of 11:05, 26 December 2006

[ Return to Game Mechanics ]

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).

Some fraction of all attack attempts will be critical hits, and the rest of the hits will be 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) or (critrate), whichever is lesser
 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