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IRONCLAD

Dexterity And Hitting Probability

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white: so if i got 191 dex, that means ... sum1 who has 200 has 9% HP more than me?

 

That's exactly true, except that hitting probability is not expressed in %, it's just a "pure" value, a 200 dex player would have 150 hitting probability from his dex stat.

Player's HP and DR is used to calculate the chance of hitting, a formula is applied using the attackers HP and target's DR as values to then calculate the chance of success to hit the enemy, a dice is thrown, if the dice rolls equal or higher then the chance of success to hit the enemy, the attack succeeds and damage is dealt.

Anything that adds to your HP will increase your chance to hit your enemy successfully. Your enemy can counter your HP using DR items, which'll decrease your chance of hitting again.

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what about defense on dex,

nice,

can you explain mag related to damage and magic hit prob ? XD

Edited by Moha

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white: so if i got 191 dex, that means ... sum1 who has 200 has 9% HP more than me?

 

That's exactly true, except that hitting probability is not expressed in %, it's just a "pure" value, a 200 dex player would have 150 hitting probability from his dex stat.

Player's HP and DR is used to calculate the chance of hitting, a formula is applied using the attackers HP and target's DR as values to then calculate the chance of success to hit the enemy, a dice is thrown, if the dice rolls equal or higher then the chance of success to hit the enemy, the attack succeeds and damage is dealt.

Anything that adds to your HP will increase your chance to hit your enemy successfully. Your enemy can counter your HP using DR items, which'll decrease your chance of hitting again.

 

thx! :D

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what about defense on dex, nice, can you explain mag related to damage and magic hit prob ? XD

 

i think for every 10 mag you get 3% bonus magic dmg. 200 mag gets you 60% total bonus.

 

i guess for magic hit prob its the same as how physical HP is calculated.

 

Magic is be affected by HP wands and MR armors.

 

Though I guess its best to let White confirm this.

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what about defense on dex,

nice,

can you explain mag related to damage and magic hit prob ? XD

 

DR & Dex relation is also fairly simple:

DR = Dex * 2

 

Mag relation to HP for magic:

It behaves the same way as Dex would behave for HP in physical damage (HP = Mag - 50)

Side note: DR = Mag - 50 is also an applied formula for the defending player, magic can be defended (resisted) and mag helps in it.

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:(

so basicly a mer neck is the same as 25 dex in defense Oo

ty white btw

Edited by Moha

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:(

so basicly a mer neck is the same as 25 dex in defense Oo

ty white btw

 

Yup, exactly as that, yet you have to keep in mind your opponent can also be 200 dex, having the mer neck on top of your 200 dex gives you the advantage of defending more of the incomming hits than your opponent ;)

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dice rolls

 

remember that a skill gives you 100 more hit at 100%.

 

add that to the hitting chance @ 200 dex (150)

 

hitting value is now 250 without any other hit % modifier (weapon natural/added stats, items, crits)

 

dr value is 400 @ dex 200*2 without any other dodge modifier (hitting face/back, items, armor natural/added stats)

 

simplify down the ratio to 25/40 (1/2 when rounding)

 

1 will hit for every 2 that miss on average, decided by dice roll of defending player. 3 or more and he is saved. only roll of 1 or 2 will fail to dodge.

 

magic is different in that MR at 100% is equal to mag hit % at magic 100%. both will be 250.

 

with no hpwand, mage hero, or mr item, it will be 50/50 for a hit mage vs mage at same stat.

 

most warriors have 100 mr from skill. so in a direct blixx only dice roll 5 or 6 will save him from a hit. rolled 5 times because 5 hits in direct.

 

only any 1 roll has to hit for target to be frozen without IE.

 

however, if added MR armor = 150 or more, now the chance to hit is 50/50 without wand hp or mage hero.

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dk wand @+6 is hp21, @+8 hp35, @+15 hp49. (only 42 more hit chance with hp91 wand)

 

dashing gives you +hp21, -dr50.

 

zerk gives you -hp35.

 

test it for yourself.

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dice rolls remember that a skill gives you 100 more hit at 100%. add that to the hitting chance @ 200 dex (150) hitting value is now 250 without any other hit % modifier (weapon natural/added stats, items, crits) dr value is 400 @ dex 200*2 without any other dodge modifier (hitting face/back, items, armor natural/added stats) simplify down the ratio to 25/40 (1/2 when rounding) 1 will hit for every 2 that miss on average, decided by dice roll of defending player. 3 or more and he is saved. only roll of 1 or 2 will fail to dodge. magic is different in that MR at 100% is equal to mag hit % at magic 100%. both will be 250. with no hpwand, mage hero, or mr item, it will be 50/50 for a hit mage vs mage at same stat. most warriors have 100 mr from skill. so in a direct blixx only dice roll 5 or 6 will save him from a hit. rolled 5 times because 5 hits in direct. only any 1 roll has to hit for target to be frozen without IE. however, if added MR armor = 150 or more, now the chance to hit is 50/50 without wand hp or mage hero.

thx dude! PRO u! :)

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