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m (Use manual versioning - page is almost entirely manually written, with new aspects to combat being added during each expansion) |
(→Melee and Ranged Max Hit: slightly changed the formula for melee/ranged max hit to improve readability) |
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(One intermediate revision by one other user not shown) | |||
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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. | ||
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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 | <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: |
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