Hit Chance: Difference between revisions

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imported>Lostcalpolydude
Adding info about no-weapon hitting
imported>Bagatelle
m cleanup/mus to-hit for myst weapons
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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 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.
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. For regular, weapon-based combat, 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 [[:Category:Weapons|melee weapons]], [[Moxie]] for [[:Category:Ranged Weapons|ranged weapons]], or [[Mysticality]] for [[:Category:Mysticality Weapons|mysticality weapons]]. If you don't have a weapon equipped, then [[Muscle]] is used to determine your attack.
Your Attack is the buffed stat with which you are attacking: [[Muscle]] for [[melee weapons]] or [[mysticality weapons]], and [[Moxie]] for [[ranged weapons]]. If you don't have a weapon equipped, then [[Muscle]] is used to determine your attack.


If you use [[Moxious Maneuver]], your Attack is your buffed [[Moxie]] regardless of your weapon.
If you use [[Moxious Maneuver]], your Attack is your buffed [[Moxie]] regardless of your weapon.
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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 slightly better than 1/2, or 57%, chance to hit. For every additional point of Attack you have, add 1/10.5, or 9.5%, to your non-fumble chances to hit. For every additional point of Defense your target has, subtract 1/10.5, or 9.5%, from your non-fumble chances to hit. Below -6 Attack (relative to monster defense) you will always miss; above +5 Attack (relative to monster defense) you will always hit. At exactly -6 and +5 there is a small but non-zero chance of missing/hitting. This includes monster level variation.  
In other words: of the times you do not [[Fumble Chance|fumble]], when your Attack equals your target's Defense there is a slightly better than 1/2, or 57%, chance to hit. For every additional point of Attack you have, add 1/10.5, or 9.5%, to your non-fumble chances to hit. For every additional point of Defense your target has, subtract 1/10.5, or 9.5%, from your non-fumble chances to hit. Below -6 Attack (relative to monster defense) you will always miss; above +5 Attack (relative to monster defense) you will always hit. At exactly -6 and +5 there is a small but non-zero chance of missing/hitting. This includes monster level variation.  


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:
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:
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* Miss&nbsp;&nbsp;% = (1-base%) (1 - (crit% + fumb%))  &nbsp;&nbsp;&nbsp;&nbsp;(minimum 0%, max 88%)
* Miss&nbsp;&nbsp;% = (1-base%) (1 - (crit% + fumb%))  &nbsp;&nbsp;&nbsp;&nbsp;(minimum 0%, max 88%)


Below -6 moxie (relative to monster level) you will always be hit; above +7 moxie (relative to monster level) you will always dodge. (At exactly 6 below or 7 above there is a tiny chance you will dodge/hit: see graphs, below).   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.
Below -6 Moxie (relative to monster level) you will always be hit; above +7 Moxie (relative to monster level) you will always dodge. (At exactly 6 below or 7 above there is a tiny chance you will dodge/hit: see graphs, below). 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.


==Probable Mechanic==
==Probable Mechanic==
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:*roll two eight-sided dice; add the first and subtract the other.  
:*roll two eight-sided dice; add the first and subtract the other.  
:*If the result is 0 or negative, the monster misses; if the result is +1 or more the monster hits.
:*If the result is 0 or negative, the monster misses; if the result is +1 or more the monster hits.
*For math geeks: by "8-sided die" we mean "computer-generated uniform pseudorandom variate from 1 to 8"The resulting curve is not linear but rather the [[wikipedia:Triangular_distribution|CDF of a triangular distribution]], though the linear formulas given above are a decent approximation.
*For math geeks: by "8-sided die" we mean "computer-generated uniform pseudorandom variate from 1 to 8." The resulting curve is not linear but rather the [[wikipedia:Triangular distribution|CDF of a triangular distribution]], though the linear formulas given above are a decent approximation.
*Character hit rate is determined in a similar manner except that there may be more or fewer dice rolls -- until we understand monster level variation it will be hard to give an exact picture of how this is determined.
*Character hit rate is determined in a similar manner except that there may be more or fewer dice rolls -- until we understand monster level variation it will be hard to give an exact picture of how this is determined.
*For the original spading and graphs showing Hit Rate vs. Awesomeness, see [http://forums.hardcoreoxygenation.com/viewtopic.php?t=2945 this HCO forum thread].
*For the original spading and graphs showing Hit Rate vs. Awesomeness, see [http://forums.hardcoreoxygenation.com/viewtopic.php?t=2945 this HCO forum thread].
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==Notes==  
==Notes==  
*The hit rate mechanics were quietly changed at some point, probably when monster criticals/fumbles were introduced.
*The hit rate mechanics were quietly changed at some point, probably when monster criticals/fumbles were introduced.
*Before [[NS13]], [[Mysticality]] was an attack stat if you were wielding a [[:Category:Staves|staff]] and had either [[Spirit of Rigatoni]] or a [[special sauce glove]] equipped. However, the introduction of [[:Category:Mysticality Weapons|mysticality weapons]] made this ability irrelevant, and they now allow the ability to wield [[:Category:Chefstaves|chefstaves]].
*Before [[NS13]], [[Mysticality]] was an attack stat if you were wielding a [[staves|staff]] and had either [[Spirit of Rigatoni]] or a [[special sauce glove]] equipped. However, the introduction of [[mysticality weapons]] made this ability irrelevant, and they now allow the ability to wield [[:Category:Chefstaves|chefstaves]].


==See Also==
==See Also==

Revision as of 03:04, 26 October 2007

[ 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. For regular, weapon-based combat, 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 or mysticality weapons, and Moxie for ranged weapons. If you don't have a weapon equipped, then Muscle is used to determine your attack.

If you use Moxious Maneuver, your Attack is your buffed Moxie regardless of your weapon.

Your Defense is equal to your Moxie. Monsters skip all of the Muscle/Moxie nonsense and have straight Attack and Defense stats.

Hit Chance Formula

The exact hit rate mechanic is not linear, but this is a useful approximation suitable for almost all gameplay purposes:

Hit % = 6 + Attack - Defense * (100 - Fumble%)
10.5

For example: your Seal Clubber has 153 Muscle, lacks Eye of the Stoat, and is fighting something with 150 Defense.

Hit % = 6 + 153 - 150 * (100 - 4.545) = 81.8%
10.5

In other words: of the times you do not fumble, when your Attack equals your target's Defense there is a slightly better than 1/2, or 57%, chance to hit. For every additional point of Attack you have, add 1/10.5, or 9.5%, to your non-fumble chances to hit. For every additional point of Defense your target has, subtract 1/10.5, or 9.5%, from your non-fumble chances to hit. Below -6 Attack (relative to monster defense) you will always miss; above +5 Attack (relative to monster defense) you will always hit. At exactly -6 and +5 there is a small but non-zero chance of missing/hitting. This includes monster level variation.

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:

baserate = ((6+attack-defense)/10.5), minimum 0 maximum 1
fumble chance = fumbrate
normal hit = (1-fumbrate)*(baserate-critrate)
critical hit = (baserate) or (critrate), whichever is lesser
miss = (1-fumbrate)*(1-baserate)

Monster Hit Chance

Monster hit chances are not exactly linear, but here is a useful approximate formula suitable for almost all gameplay purposes:[1]

  • Base % = (6.5 + (Atk-Mox))/12,     (minimum 0, maximum 1)
  • Crit   % = 6  % flat
  • Fumb% = 6  % flat
  • Hit    % =    (base%) (1 - (crit% + fumb%))     (minimum 0%, max 88%)
  • Miss  % = (1-base%) (1 - (crit% + fumb%))     (minimum 0%, max 88%)

Below -6 Moxie (relative to monster level) you will always be hit; above +7 Moxie (relative to monster level) you will always dodge. (At exactly 6 below or 7 above there is a tiny chance you will dodge/hit: see graphs, below). 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.

Probable Mechanic

  • The way this probably works is as follows. To see if monster hits:
  • find the monster's Awesomeness, defined as Attack-Moxie.
  • determine critical hit or critical miss with 6% probability. If neither occurs,
  • roll two eight-sided dice; add the first and subtract the other.
  • If the result is 0 or negative, the monster misses; if the result is +1 or more the monster hits.
  • For math geeks: by "8-sided die" we mean "computer-generated uniform pseudorandom variate from 1 to 8." The resulting curve is not linear but rather the CDF of a triangular distribution, though the linear formulas given above are a decent approximation.
  • Character hit rate is determined in a similar manner except that there may be more or fewer dice rolls -- until we understand monster level variation it will be hard to give an exact picture of how this is determined.
  • For the original spading and graphs showing Hit Rate vs. Awesomeness, see this HCO forum thread.

Notes

See Also