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% chance to HIT
Posted: Mon Dec 15, 2008 6:34 pm
by Murugan
I do not know the CODE behind this, nor what the actual number is that decides if and when you will hit with a weapon. BUT It seems that sometimes a player with 7x GM skills can not successfully sync hits. 1 v 1 events can run very long at times, and normally involves chasing someone around with a sliver of life left, and u miss. I mean, really? a 7x GM is going to miss that much? I don't understand the logic behind it. Then to the other extreme some players seem to NEVER miss a hally swing!
Any insight on this?
Re: % chance to HIT
Posted: Mon Dec 15, 2008 8:17 pm
by RoadKill
It's simple math.
If you have 100 Combat skill and your target has 100 Combat skill, and you're both wielding a weapon in that skill's category (ie a qstaff for macers, bow for archers, hally for swords, spear for fencers) the Hit Chance is 50%.
In the same respect, if you have 100 combat, and they have 0, you should have a 100% chance to hit.
Re: % chance to HIT
Posted: Tue Dec 16, 2008 12:53 pm
by Slade
RoadKill wrote:In the same respect, if you have 100 combat, and they have 0, you should have a 100% chance to hit.
Impossible.
Stats alone (str/dex) will give you at least rudimentary combat skills.
Re: % chance to HIT
Posted: Tue Dec 16, 2008 1:00 pm
by BlackFoot
then you wouldnt be at zero would you....
Re: % chance to HIT
Posted: Tue Dec 16, 2008 1:20 pm
by Slade
BlackFoot wrote:then you wouldnt be at zero would you....
Thank you Captain Obvious.
The point is that 100% hit rate is never attainable because you cannot have 0 in a combat skill. Your str/dex stats give you at least SOME combat skills.
This was to preempt people saying, "But I have GM swords and was fighting someone with 0 fencing and I missed!"
Re: % chance to HIT
Posted: Tue Dec 16, 2008 2:33 pm
by BlackFoot
people would post that too lol'
whiners