Voici un post d un dev sur le forum US qui explique un peu le fonctionnement de la precision :
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Final to-hit : misses allowed
>.9 : 1
.8-.9 : 2
.6-.8 : 3
.4-.6 : 4
.3-.4 : 6
.2-.3 : 8
0 -.2 : 100
You're correct, it's the final to-hit chance (in the range [0.05 .. 0.95]) of an actual executed attack against a specific target.
Auto-hit powers are not included in the system.
Critters get the benefits of the system as well.
The system does not track each power individually; instead it tracks every miss you make in a row, regardless of power (or target). Otherwise you could have nine different powers, each with a 0.95 to-hit, and if you executed them all in a row you could miss each attack (note a caveat at the bottom of the post regarding this).
AE attacks are considered distinct sequential attacks on indivudual targets for the purpose of the system (so if you AEd two targets and had 0.95 to-hit for both, you be guaranteed to hit one of them).
To determine the to-hit used in the table above, you take either the current to-hit, or the worst to-hit in your current miss series, whichever is lower.
As an example, imagine that your first attack of the day had a final to-hit chance of 0.91, but missed. Therefore you are currently in a miss series of length 1, with a minimum to-hit of 0.91.
For your next attack you choose to use an auto-hit power. It is ignored for the purposes of the system, so you are still considered in a miss series of length 1 with min to-hit of 0.91.
For your next attack, you use a normal attack with a final to-hit chance of 0.95. Since the worst to-hit of the entire series is 0.91, and 0.91 (miss series) < 0.95 (current attack), you find 0.91 in the table. The table states you are only allowed one miss, and so this attack is forced to be successful. The attack lands, and your miss series tracking is reset.
However, imagine that instead your last attack was less accurate, or you attack a different target which has more defense; lets say the final to-hit is 0.89 instead of 0.95. In this case, 0.89 (current attack) < 0.91 (miss series), so you have to use 0.89 when you look at the table. In this case, you are allowed two misses in a row, and therefore the attack is NOT forced to hit.
If you hit anyway, your miss tracking is reset.
If you do in fact miss (unlucky you), you are now in a miss series of length 2, with a min to-hit of 0.89. If your next attack has a final to-hit of 0.80 or higher, it will be forced to hit (because you're only allowed two misses). If the next attack has a to-hit less than 0.80, then it hits or misses like normal, and so on and so forth.
Something to note, for those inclined to note such things. Because we do the lookup based on your worst to-hit in the series, the streak breaker is a bit less aggressive about breaking streaks than it might initially appear from the table. If you miss an ill-advised attack with a final to-hit of 0.15, you would in fact be allowed to continue the miss series for another 99 attacks, even if all the followup attacks are of capped to-hit, should you be unlucky enough.
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La table du debut donne le nombre de rates autorises suivant la precision finale d une attaque avant que le prochain coup touche automatiquement.
Apres c est des explications sur certains details dont le plus important est a mon avis que la valeur de precision utilisee est la plus faible de la serie d attaque :
Si la premiere attaque a une precision >0.9 et qu elle rate alors si la prochaine attaque a une precision >0.9, elle touchera automatiquement. Si elle a par exemple une precision de 0.35 alors le nombre max de rates consecutifs passe a 6 et ce quelquesoit la precision des attaques suivantes jusqu a ce qu une attaque touche.
Apres chaque attaque reussie, le compteur d enchaiment de rates est remis a 0.
J espere que ca vous permet de comprendre un peu mieux le systeme.