Sapphire
Member
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Go here and download my spreadsheet. Thorough testing reveals its accurate->https://forums2.battleon.com/f/tm.asp?m=22398524 In a nutshell, there are two values to determine Chance to Land a Hit. 1. Attacker's Value 2. Defender's Value The formula for chance to hit is Chance to Hit = (100 + Attacker Value - Defender Value) / 100 Chance to Hit is in decimal form. It will always lie between 0 and 1. If the number hit and falls below 0, its always blocked. If it hits 1 or higher, it never misses. This number represents a *Random* chance. 0.85 is the assumed balance standard, pure build vs pure build. That means there's an 85% chance to hit, and 15% chance to miss. The spreadsheet provided allows you to input stat data, effects such as blinds, entangle, berserk, MRM blocking, combined armor/shield blocking, bth buffs (or leans). You will never know if a monster has a lean. Also, the monster bth is assumed to be the same as a player's standard armor+weapon at L150, which is 19 and 19 ..so monster bth w/o any lean is +38. This is represented as armor and weapon on attacker's value if you decide the attacker is the monster. In testing, once you receive enough combined blind, entangle, berserk, MRM buff (like from bun barrrets or mixed nuts, etc) to make the hit rate on this spreadsheet fall below 0 (I have converted the 0-1 value into a percentage), I have yet to be hit....making me think the math here applies to in game results exactly as it says. The yellow boxes are what you change, the blue ones calculate based on the yellow. Again, every monster I have input their stats into attackers value, then inflict various blinds/entangles/MRM buffs, berserk, etc into those section to get to a negative value (based on what i actually have in-game), I have not once been hit after achieving the negative value. Auto-hit monsters exist, though.
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