Difference between revisions of "Accuracy"
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To understand Defense, you have to understand the whole defense system. The game makes a potential total of three rolls, each a 1d100, with any number at or below the target being a 'hit'. Included in accuracy is the your attack's base accuracy. | To understand Defense, you have to understand the whole defense system. The game makes a potential total of three rolls, each a 1d100, with any number at or below the target being a 'hit'. Included in accuracy is the your attack's base accuracy. | ||
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There are caps of course. The hard caps are such that your target number can never go above 95 nor below 5. Next, the soft caps are at 50, 100, 150, 200, and so on. The first 50 give a 1 to 1 relation. After, 51 to 100, requires 2 points of accuracy or defense to add 1 effective point to either. Then 101 to 150 requires 4 points to add 1 effective point, and so on. | There are caps of course. The hard caps are such that your target number can never go above 95 nor below 5. Next, the soft caps are at 50, 100, 150, 200, and so on. The first 50 give a 1 to 1 relation. After, 51 to 100, requires 2 points of accuracy or defense to add 1 effective point to either. Then 101 to 150 requires 4 points to add 1 effective point, and so on. | ||
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+ | [[Category:Combat Skills]] |
Revision as of 04:35, 8 May 2016
Your ability to land a blow effectively. Accuracy dramatically increases your accuracy, making every shot count. +5/10/15% to hit with all powers. When striking the first target of an attack(the primary target on AoEs), any amount that IS dodged is reduced by 5/10/15%, so a 50% dodge gets lowered to 40% with 2 accuracy. In addition to that, any HPbuffer on your enemy is pierced for 5/10/20% of the damage you would've dealt. This stacks with the identical effect from the Damage Combat Skill.
Available In
Anarchist | 2 |
Brawler | 2 |
Captivator | 2 |
Classless | 1 |
Cursed Lover | 2 |
Den Keeper | 2 |
Determinator | 2 |
Fox Magician | 2 |
Heavy Fighter | 2 |
Midnight Templar | 1 |
Monster Monarch | 1 |
Monstrosity | 2 |
Nurturer | 1 |
Plague Doctor | 2 |
Sniper | 3 |
Strategist | 1 |
Tormentor | 2 |
To understand Defense, you have to understand the whole defense system. The game makes a potential total of three rolls, each a 1d100, with any number at or below the target being a 'hit'. Included in accuracy is the your attack's base accuracy.
- The first roll is your Accuracy - the enemy's Defense - 35.
- If this hits, 100% of the damage is applied.
- The next is just your Accuracy - the enemy's Defense.
- If this hits, 75% of the damage is applied.
- The last is your Accuracy - the enemy's Defense + 40.
- If this hits, 50% of the damage is applied.
- If this misses, 25% of the damage is applied.
Here is an example! Using a power with 75% and player having +15 accuracy, against a target with 25 defense, it would look like this 75 + 15 - 25 - 35, for a target number of 30. If the 1d100 comes up as a 30 or less, then this hit is a success!
There are caps of course. The hard caps are such that your target number can never go above 95 nor below 5. Next, the soft caps are at 50, 100, 150, 200, and so on. The first 50 give a 1 to 1 relation. After, 51 to 100, requires 2 points of accuracy or defense to add 1 effective point to either. Then 101 to 150 requires 4 points to add 1 effective point, and so on.