How much +hit would you trade for +dam?

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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #16
    Originally posted by Estie
    Also, if someone happens on the actual function, Id love to see it posted here.
    Alright, fine. I'm pretty sure the function in question is test_hit in attack.c (though it relies on a "chance" variable that's calculated elsewhere)

    First, there's a flat 12% hit chance and 5% miss chance, regardless of everything else.

    Next, if the target is not visible, then your chance value is halved, and if chance is less than 9, then it is set to 9. Finally, if 1d(chance) >= (target AC * 2/3), then you hit.

    So where does chance come from? It's calculated in py_attack_hit_chance. First you calculate a bonus, which is the sum of all to-hit bonuses on gear (and stat bonuses as well, I think). This is multiplied by 3, and then added to your melee skill (which is determined by your race, class, and level). And that's your chance.

    So, assuming you can see your target, and that we're ignoring the flat 12%/5% hit/miss rates (and assuming I read all this correctly), your chance to hit is given as 1d (sum of to-hit bonuses * 3 + melee skill) >= (target AC * 2/3).

    So say you have a skill of 10, to-hit of 0, and you're fighting a monster with an AC of 5. Then your chance to hit is 50% (5 in 10). If you get +1 to-hit, then your chance goes up to 61% (8 in 13); +2 takes you to 69% (11 in 16); +3 to 74% (14 in 19); +4 to 77% (17 in 22). So I was right, it's a nonlinear improvement in your percentile chance to hit.

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    • Estie
      Veteran
      • Apr 2008
      • 2343

      #17
      Thanks! This is very nice.

      One further q: I wasnt aware that bonus is worth only 1/3 of melee skill. In the character screen is listed to-hit: x, +y. Is x = 3x melee skill and y = sum of to hit bonuses ?

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #18
        Originally posted by Estie
        One further q: I wasnt aware that bonus is worth only 1/3 of melee skill. In the character screen is listed to-hit: x, +y. Is x = 3x melee skill and y = sum of to hit bonuses ?
        Equipment bonuses are worth three times as much as skill modifiers are.

        I'm pretty sure the to-hit number on the character screen is the sum of equipment and stat modifiers. The Fighting skill has to be added on separately.

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        • Timo Pietilä
          Prophet
          • Apr 2007
          • 4096

          #19
          Originally posted by Derakon
          Is it really? How good is "really good"? I get that it's better than a Ring of Damage, but how much more deadly does it make you?
          Which again brings to my mind a request to make accuracy affect to damage with ranged weapons. Not only via hit probabilities and critical hits (which BTW are ...wrong... for ranged combat), but directly make you more deadly.

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          • Carnivean
            Knight
            • Sep 2013
            • 527

            #20
            Originally posted by Timo Pietilä
            critical hits (which BTW are ...wrong... for ranged combat)
            I'd be interested in hearing why you think that. After all a critical hit was prominently featured in The Hobbit.

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            • fizzix
              Prophet
              • Aug 2009
              • 3025

              #21
              I like Derakon's idea of making +to-hit a flat percentage bonus. Seems like a minor gameplay change which makes equipment choices more easy to make informed decisions on.

              Comment

              • Timo Pietilä
                Prophet
                • Apr 2007
                • 4096

                #22
                Originally posted by Carnivean
                I'd be interested in hearing why you think that. After all a critical hit was prominently featured in The Hobbit.
                How it is calculated, not the idea of critical hits. You get best critical hit by throwing a large steel chest, because weight of the item is far more important than any other factor even in ranged combat.

                IIRC also couple of first types of crits multiply dice, then at some point it multiplies whole damage and for ranged that's huge jump in damage.

                It's like "practically no effect", "almost no effect", "I just gibbed that thing".

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