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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The master hit chance formula is: HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ) where * BaseHitChance is the chance of hitting the attack would have if there were no modifiers at all – no Enhancements, no buffs, no level differences, nothing * ToHitMods is the sum of all ToHit buffs and debuffs (the debuffs will be negative) * DefMods is the sum of all relevant Defense buffs and debuffs (ditto) * AccMods is the product of all Accuracy multipliers, and * Clamp(x) limits x to the range of 5% to 95%

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  • Attack Mechanics
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  • The master hit chance formula is: HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ) where * BaseHitChance is the chance of hitting the attack would have if there were no modifiers at all – no Enhancements, no buffs, no level differences, nothing * ToHitMods is the sum of all ToHit buffs and debuffs (the debuffs will be negative) * DefMods is the sum of all relevant Defense buffs and debuffs (ditto) * AccMods is the product of all Accuracy multipliers, and * Clamp(x) limits x to the range of 5% to 95%
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abstract
  • The master hit chance formula is: HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ) where * BaseHitChance is the chance of hitting the attack would have if there were no modifiers at all – no Enhancements, no buffs, no level differences, nothing * ToHitMods is the sum of all ToHit buffs and debuffs (the debuffs will be negative) * DefMods is the sum of all relevant Defense buffs and debuffs (ditto) * AccMods is the product of all Accuracy multipliers, and * Clamp(x) limits x to the range of 5% to 95% ToHitMods and DefMods are additive, so they start at 0. AccMods is multiplicative, so it starts at 1.
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