Hit Chance
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There are some vague or non-exact figures and information on this page. Some spading is required.
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[ 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%) 11
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) = 78.1% 11
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 54.5%, chance to hit. For every additional point of Attack you have, add 1/11, or 9.1%, to your non-fumble chances to hit. For every additional point of Defense your target has, subtract 1/11, or 9.1%, 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 zero chance of missing/hitting.
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)/11), 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) |
Notes
- Information about Monster Hit Chance can be found at Monsters.
History
- Before NS13, Mysticality was an attack stat if you were wielding a 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 chefstaves.
- Critical hits became automatic hits on March 27, 2008.
- The hit rate mechanics were quietly changed at some point after that, probably when monster criticals/fumbles were introduced.
- The mechanics changed again when glancing blows were introduced, on September 5, 2012. Critical hits that become automatic hits become non-critical hits. Confusing? Yeah.