Combat: Difference between revisions

→‎Melee and Ranged Max Hit: slightly changed the formula for melee/ranged max hit to improve readability
(removed manual version number as this page is not subject to change)
(→‎Melee and Ranged Max Hit: slightly changed the formula for melee/ranged max hit to improve readability)
(2 intermediate revisions by one other user not shown)
Line 1: Line 1:
{{HasGuide}}
{{HasGuide}}
{{V}}
{{V|1.2.2}}
[[File:Combat.svg|thumb|right|Combat]]
[[File:Combat.svg|thumb|right|Combat]]
[[File:Combat Page Map.png|thumb|right|Combat page.]]
[[File:Combat Page Map.png|thumb|right|Combat page.]]
Line 147: Line 147:
Otherwise, the attacker's Accuracy Rating is higher than or equal to the target's Evasion Rating, and the formula is instead:
Otherwise, the attacker's Accuracy Rating is higher than or equal to the target's Evasion Rating, and the formula is instead:


<math> \small{ \begin{aligned} \text{Percentage Hit Chance} = 1 - \frac{\text{Target Evasion Rating}}{2 \times\text{Attacker Accuracy Rating}} \times 100 \end{aligned}}</math>
<math> \small{ \begin{aligned} \text{Percentage Hit Chance} = \left ( 1 - \frac{\text{Target Evasion Rating}}{2 \times\text{Attacker Accuracy Rating}} \right ) \times 100 \end{aligned}}</math>


When the attacker's Accuracy Rating and the target's Evasion Rating are the same, the chance to hit is 50%. The higher the attacker's Accuracy Rating is above the targets Evasion Rating, the less valuable each point will be. At double the target's Evasion Rating, the attacker will hit 75% of the time, at triple, the attacker will hit 83.3% of the time.
When the attacker's Accuracy Rating and the target's Evasion Rating are the same, the chance to hit is 50%. The higher the attacker's Accuracy Rating is above the targets Evasion Rating, the less valuable each point will be. At double the target's Evasion Rating, the attacker will hit 75% of the time, at triple, the attacker will hit 83.3% of the time.
Line 167: Line 167:
Given these figures, the base max hit (i.e. max hit before modifiers) is then calculated as:
Given these figures, the base max hit (i.e. max hit before modifiers) is then calculated as:


<math>\text{Base Max Hit} = \left \lfloor M \times \left ( 2.2 + \frac{\text{Effective Skill Level}}{10} + \frac{\text{Effective Skill Level} + 17}{640} \times \text{Strength Bonus} \right ) \right \rfloor</math>
<math>\text{Base Max Hit} = \left \lfloor M \times \left ( 2.2 + \frac{\text{Effective Skill Level}}{10} + \frac{(\text{Effective Skill Level} + 17) \times \text{Strength Bonus}}{640}  \right ) \right \rfloor</math>


Where <math>M</math> varies based on the [[Game Mode]] being played, and is equal to:
Where <math>M</math> varies based on the [[Game Mode]] being played, and is equal to:
587

edits