Rising Phoenix's Guide to Accuracy - How it works


Blueeyed

 

Posted

A Guide to Accuracy

This is a simple and short Guide. It doesn’t go into depth on defense, or into side discussions. It simply explains the formula used to determine your chance to hit a mob.



Formula:

((Total_To_Hit – Total_Defense), 0.05,0.95 MinMax) x ACC = Chance To Hit

There are 2 parts to the formula. There is the ToHit aspect and the Acc aspect.


ToHit Formula:

(Base ToHit chance + ToHit Buff – ToHit Debuff – Defense) = x, where x cannot be lower than .05 or greater than .95.


Acc Formula

(Base Acc of power + Inherent ToHit modifier + Enhancements) = y


Final Formula

x(y) = z, where z cannot be lower than .05, or greater than .95.

z is your chance to hit your target.



An Example to make sense of this nonsense…


Hero A attacks Hero B.

Hero A uses a Martial Arts attack that has an Inherent +10% ToHit modifier to it. He has a +40% ToHit Buff, but has been debuffed with a –20% ToHit Debuff. All Heroes have a Base To Hit chance of 75% when attacking another Hero or a even con minion. He has 2 Accuracy Enhancements slotted in his attack for a +66.6% bonus.

Hero B has a Defense of 60%.

The Base Acc of a power is equal to 1, representing a 100% chance. As far as I am aware, this value never changes.


Now lets plug this in…

[ QUOTE ]
(Base ToHit chance + ToHit Buff – ToHit Debuff – Defense) = x

[/ QUOTE ] [ QUOTE ]
(Base Acc of power + Inherent ToHit modifier + Enhancements) = y


[/ QUOTE ] [ QUOTE ]
x(y) = z

[/ QUOTE ]

(.75 + .4 - .2 - .6) = x
.35 = x (this was not clamped because it fell within the min/max range)

(1 + .1 + .666) = y
1.766 = y

(.35)1.766 = z
.6181 = z

Or, Hero A has a 61.81% chance of hitting Hero B.


Were Hero A fighting a mob instead of a Hero the only change the formula (assuming the same Buffs/Debuffs, Defense, etc…) would be to replace the Base ToHit chance (.75) with the new appropriate number for the level of the mob you are fighting per the chart below (so if fighting a +2 mob, the .75 would become .61).



This was posted by a Dev some time ago, so you can use these Accuracy numbers to modify your formula if you wish. Though I am sure you will find many player written spread sheets that will do the math for you soon…

[ QUOTE ]
Foes your level have not changed. You have a 75% chance to hit and your powers are 100% effective.
Foes 1 level above you - No Change. You have a 68% chance to hit and your powers are 90% effective.
Foes 2 levels above you - No Change. You have a 61% chance to hit and your powers are 80% effective.
Foes 3 levels above you - You have a 55% chance to hit and your powers are 65% effective.
Foes 4 levels above you - You have a 48% chance to hit and your powers are 48% effective.
Foes 5 levels above you - You have a 41% chance to hit and your powers are 30% effective.
Foes 6 levels above you - You have a 34% chance to hit and your powers are 15% effective.
Foes 7 levels above you - You have a 25% chance to hit and your powers are 8% effective.
Foes 8 levels above you - You have an 11% chance to hit and your powers are 5% effective.
Foes 9 levels above you - You have a 6% chance to hit and your powers are 4% effective.
Foes 10 levels above you - You have a 5% chance to hit and your powers are 3% effective.
Foes 11 levels above you - You have a 5% chance to hit and your powers are 2% effective.
Foes 12+ levels above you - You have a 5% chance to hit and your powers are 1% effective.

[/ QUOTE ]


PM’s and Posts cited for proof of accuracy to above mentioned Guide:


Geko recently had a post, “Ask Geko”. Ask Geko - Answers! In this post, he had this to say for number 8:

[ QUOTE ]

8. What is the formula for accuracy, including level adjustments, Accuracy enhancements, Accuracy buffs and debuffs from powers, Accuracy bonuses or penalties inherent to a power (e.g., Snipes), and Defense?

A lot of people asked this question. This is how it works:

First, we need 2 things: The attackers ToHit (this includes all ToHit Buffs and debuffs), the targets Defense (this also include all Defense buffs and debuffs). We then do the following:

(Total_To_Hit – Total_Defense)

That value is clamped between 5% and 95%. That is, you can never have more than a 5% chance to hit or miss a target. So if a target’s Defense is greater than the attacker’s ToHit, the attacker will still have at least a 5% chance to hit.

We then multiply that number by the power’s total Accuracy (total Accuracy = Accuracy + the power’s Accuracy Enhancements).

We again clamp the values between 5% and 95%.

So to sum up:
((Total_To_Hit – Total_Defense), 0.05,0.95 MinMax) x ACC = Chance To Hit.

[/ QUOTE ]

Now the formula, as it is listed, does not work. So I sent a PM to States:

[ QUOTE ]
Now I recently started using his formula and the numbers I got were all wrong. I also had my SG check my math, and no one found an error. The error seems to be in the formula. Could you please ask Geko if he miss posted the Formula? Below is an example of how the formula is incorrect.


Hero A attacks Hero B.
Hero A has a Fortitude buff on him (base 25%, 6 slotted with even SO’s: +.7495 to hit)
Hero B has a 60% Defense total
Hero A has no to hit debuffs on him
Hero A has 1 even SO for accuracy in his attacks: (.75(1.333) = .99975)

((Total_To_Hit – Total_Defense), 0.05,0.95 MinMax) x ACC = Chance To Hit.

(.7495 - 0) - .6 =
.7495 - .6 = .1495
.1495(.99975) = 14.94%

Now if I have a positive to hit buff that is greater than the target's defense, and if I have a capped accuracy, shouldn’t I be hitting far more often than 15% of the time? It seems like there was some part of the formula left out. What is it?

Thanks for any help!!


[/ QUOTE ]


And he replied with:

[ QUOTE ]
Base ToHit is .75
Fortitude from a Defender adds 0.1875; from a controller adds .15
6 Slotted with ToHit SOs boosts that to + 0.55875; A controller adds 0.447. (soon to +0.294375 and +0.234 change in Update 6 with dim returns and the change to ToHit Enhancements)

We'll assume that the target has a Defense of 60% and that the the power has a base Accuracy of 1 (you didn't mention which power you're using).

Assuming that you are buffed by a defender, this is what you'd have:
Buffed ToHit is now 1.30875
Targets Defense is 0.6
You have 1 Accuracy SO

...so, we plug this into the formula above:

(1.30875 - 0.6) x 1.33 = 0.9426375

So your chance to hit is 94.26375%

[/ QUOTE ]

Lastly Geko recently posted Re: Archery is the weakest set among blasters as well:

[ QUOTE ]
Archery has the highest Accuracy in the game. All powers have an accuracy of 1.16. Ranged shot, the sniper attack, has an accuracy of 1.39.

So that like getting 1 free ACC DO in all Archery powers. Against a target with no defense, thats a 87% chance ToHit.

In comparison, most powers in the game have an accuracy of 1. Most sniper attacks have an accuracy of 1.2. Assault Rifle has an ACC of 1.05 (1.25 for thier sniper attack).

--------------------
This is Rumor Control - Accuracy has not been nerfed!
It is still 75% to hit target unless the power says otherwise, there are buff/debuffs used, or the target is not your level.

Edited by geko (10/05/05 08:45 PM)


[/ QUOTE ]


 

Posted

Please note that the % chance to hit a Hero in PvP has been reduced to a base of 50% now instead of 75%.


 

Posted

It's also important to note that it seems that the formula caps and floors itself twice - once after the toHit and Defense is calculated, again after Accuracy modifiers are multiplied in. This is most noticable with powers like Dark Pit or which otherwise have large -accuracy.


 

Posted

That was noted already above in the Guide:

[ QUOTE ]
ToHit Formula:

(Base ToHit chance + ToHit Buff – ToHit Debuff – Defense) = x, where x cannot be lower than .05 or greater than .95.


Acc Formula

(Base Acc of power + Inherent ToHit modifier + Enhancements) = y


Final Formula

x(y) = z, where z cannot be lower than .05, or greater than .95.

z is your chance to hit your target.

[/ QUOTE ]


 

Posted

Accuracy inspirations are essentially ToHit buffs right?


 

Posted

[ QUOTE ]
(Base Acc of power + Inherent ToHit modifier + Enhancements) = y


[/ QUOTE ]
This part is actually wrong. Arcanaville has been chatting closely with a few helpful dev's, and the base Acc of a power is multiplied into Enhancements. So, Archery powers have a 1.15 base acc, and with an SO of 33.3% thats 1.15 * 1.333 = 1.532 which is multiplied into the final ToHit.


Damage Proc Mini-FAQ

Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.

 

Posted

[ QUOTE ]
Accuracy inspirations are essentially ToHit buffs right?

[/ QUOTE ]
That is correct. Currently, for Players, there are only "Two" forms of Accuracy bonuses (As opposed to ToHit which everything else falls into). The Base Accuracy of a Power, and Accuracy Enhancements.


Damage Proc Mini-FAQ

Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.