Combat Mechanics: Difference between revisions
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This page describes various combat mechanics and their calculation. | This page describes various combat mechanics and their calculation. | ||
== The Hit Chance Formula == | == The Hit Chance Formula == <!--T:2--> | ||
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The hit chance formula is <code>85% + (AttackerAccuracy - TargetEvasion)</code> | The hit chance formula is <code>85% + (AttackerAccuracy - TargetEvasion)</code> | ||
Hit chance is capped at 2% (meaning that your attacks now have only 2% chance to miss even if your Accuracy is way higher that the target’s Evasion) and at 95% (meaning that your attacks now have 5% chance to hit the target regardless of the target’s Evasion). | Hit chance is capped at 2% (meaning that your attacks now have only 2% chance to miss even if your Accuracy is way higher that the target’s Evasion) and at 95% (meaning that your attacks now have 5% chance to hit the target regardless of the target’s Evasion). | ||
== The Cast Time Formula == | == The Cast Time Formula == <!--T:4--> | ||
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The cast time formula is BaseCastTime / (1 + (CastSpeed / 100)) | The cast time formula is BaseCastTime / (1 + (CastSpeed / 100)) | ||
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Latest revision as of 08:48, 10 July 2024
This page describes various combat mechanics and their calculation.
The Hit Chance Formula
The hit chance formula is 85% + (AttackerAccuracy - TargetEvasion)
Hit chance is capped at 2% (meaning that your attacks now have only 2% chance to miss even if your Accuracy is way higher that the target’s Evasion) and at 95% (meaning that your attacks now have 5% chance to hit the target regardless of the target’s Evasion).
The Cast Time Formula
The cast time formula is BaseCastTime / (1 + (CastSpeed / 100))