Talk:Hit Chance

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Revision as of 08:56, 25 October 2007 by imported>Luos (Myst weapons based on myst???)

Some experience fighting tough monsters tells me that the hit and critical rolls are both the same roll, i.e. the algorithm is, in pseudocode:

roll for fumble
if no fumble:
{
  generate random double
  if roll > hit% then miss
  else if roll < critical% then critical hit
  else "normal" hit
}

Basically, critical hits are a fixed percentage of all non-fumble attack attempts, not a percentage of hits. I'll edit this into the article, please correct me if I'm proven wrong. --Poochy 05:03, 26 December 2006 (CST)

  • pcentella has done a lot of work on this as well -- can you post your results in the simulator of loathing thread? I think I see what you and he are saying now, but it would be nice to get confirmation. --DirkDiggler 05:11, 26 December 2006 (CST)
    • Err, I kinda don't have my exact numbers anymore. I originally came up with this hypothesis because I got bored while plinking away at some topiary golems (before the update that caused some monster stat variance), so I started counting my critical hits versus normal hits. Eventually, I formed the above hypothesis out of a couple more tests done by varying my Muscle a bit. Unfortunately, I didn't think the raw data itself was going to be of much importance, and didn't bother saving it. D'oh! --Poochy 06:26, 26 December 2006 (CST)
  • If fumble is a normal miss and crit a normal hit and they're equal for a monster hit chance, I don't see how they're relevant, since they cancel each other out. Either way, base * (1-(fumb+crit)) assumes crit is a miss, since it decreases the base chance and that's wrong imo. If you factor them in, they should be base * (1+crit) * (1-fumb). --MoreCurious 14:59, 30 March 2007 (CDT)
  • Kind of a random question, but which stat is used for determining hit chances for each character type if no weapon is equipped? Lostcalpolydude 04:36, 3 April 2007 (CDT)

Moxie classes

Moxie classes seem to be having a bonus to ranged hit - for example, with 210 moxie I was always hitting at the post-war hippy camp, and with equal moxie at the goatlet (68) I was always hitting. This seems to be a change that happened in NS-13, but isn't an automatic 100% hit chance - was missing ~50% of the time with a stolen accordion at the Spooky forest having just hit level 2 as an AT. Tested the +hit bonus on both AT and DB, and with different signs, and my clean AT is having a much easier time hitting than he should be - at 32 moxie I wasn't missing against the Boss bat. Will investigate this more when my next multi gets his activation email sent, need the current one for spading damage. Draco Cracona 13:24, 19 October 2007 (CDT)

Mysticality Weapons

Who determined that with Myst weapons you use your mysticality for the chanche to hit? I have Mys: 21 (12), Mus 8 (6), equipping a pasta of Peril, and I have a really hard time hitting monster in the Degrassi Knoll. The only effect I have is Missing Kidney... --Luos 03:56, 25 October 2007 (CDT)