Talk:Hit Chance
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)
- After doing some spading, I think it is linear, and that the formula is basically correct, except the denominator is 11 instead of 10.5. Giving this a day or two before putting it in.--Top1214 16:03, 29 September 2010 (UTC)
- Hmm.. That seems surprising. I would think that it was more like the Monster Hit Chance stuff, in that it wasn't linear, but looked a lot like it if you weren't looking very closely. (As in, it's a CDF of a Triangular Distribution). --RoyalTonberry 20:29, 29 September 2010 (UTC)
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)
- It looks like a case of a naïve edit creating a misleading comment after the NS13 nerfs for Spirit/glove. I believe Muscle was always used as to-hit for melee combat (and have edited the article to reflect this), but have no proof of it. --Bagatelle 22:07, 25 October 2007 (CDT)
- I was under the impression that Myst weapons did use Myst to determine To-Hit chances since NS13. I swear I've hit things like rats and bats with a 20-30 Myst, a saucepan, and a significantly lower Muscle. I'll do some difinitive spading on this at the end of the current run (adventure with a Muscle at least 7 below the safe adventuring level of a certain area, but myst at leat 7 above it and see if I miss at all, then try the reverse). --Wildfire393 16:49, 30 October 2007 (CDT)
- Nevermind end of this run, I forgot I had 30 extra turns I needed something to do with. Muscle of 100, Mysticality of 140. Using Knob Goblin Tongs (mysticality weapon). Adventuring in Black Forest (creatures require 140 stat to be hit, can't be hit below 123). Missed every round. Ok. Nevermind. I thought there was a correlation, apparently not. --Wildfire393 16:56, 30 October 2007 (CDT)