Friday, February 6, 2009
Hit table
For every attack a dice is rolled that can get any value between 0 and 10000, this value represents the probability to something happening to the action according to a table in order miss, dodge, parry, block, hit, critical strike.
miss = 10000 – hit (e.g. bottom percent)
dodge = hit + dodge (e.g. bottom above hit percent)
parry = 0;
if (canParry)
par = miss + dodge + parry (e.g. bottom above hit and dodge percent)
block = 0
if (canBlock)
block = miss + dodge + parry + block (e.g. bottom above hit, dodge and parry percent)
crit = 10000 – crit (e.g. top percent)
This basically means that if the sum of miss + dodge + parry + block is higher than 100% there will be no hit nor crit. High accuracy can negate dodge and parry, e.g. if accuracy is over 100% it will deduct excess accuracy first from dodge, second from parry and finally from block. If there is still excessive accuracy after all dodge, parry and block have been negated it will be added to critical strike chance.
miss = 10000 – hit (e.g. bottom percent)
dodge = hit + dodge (e.g. bottom above hit percent)
parry = 0;
if (canParry)
par = miss + dodge + parry (e.g. bottom above hit and dodge percent)
block = 0
if (canBlock)
block = miss + dodge + parry + block (e.g. bottom above hit, dodge and parry percent)
crit = 10000 – crit (e.g. top percent)
This basically means that if the sum of miss + dodge + parry + block is higher than 100% there will be no hit nor crit. High accuracy can negate dodge and parry, e.g. if accuracy is over 100% it will deduct excess accuracy first from dodge, second from parry and finally from block. If there is still excessive accuracy after all dodge, parry and block have been negated it will be added to critical strike chance.
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