Difference between revisions of "Attack"

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{{Attack nav}}
 
{{Attack nav}}
Two main factors exist when determining the Chance to Hit:  
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{{Intro}}
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Attack skills are active skills that apply weapon damage and normally require a hit check, which needs to be successful before that damage can be applied, and other events triggered. All character classes start with the standard Attack and Throw skills, while the remainder are as follows:
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|}
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{{Text table}} width=100%
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|-align=center
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!width=17%|[[Amazon]]
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!width=16%|[[Assassin]]
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!width=17%|[[Barbarian (Diablo II)|Barbarian]]
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!width=17%|[[Druid (Diablo II)|Druid]]
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!width=16%|[[Necromancer]]
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!width=17%|[[Paladin (Diablo II)|Paladin]]
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|-valign=top
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|
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*[[Bow and Crossbow Skills|Bow & Crossbow Skills]]
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*[[Javelin and Spear Skills|Javelin & Spear Skills]]
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|
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*[[Martial Arts]]
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*[[Blade Sentinel]]
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*[[Blade Fury]]
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*[[Blade Shield]]
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|
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*Left Hand Throw
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*[[Bash]]
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*[[Double Swing]]
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*[[Stun]]
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*[[Double Throw]]
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*[[Leap Attack]]
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*[[Concentrate]]
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*[[Frenzy]]
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*[[Whirlwind]]
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*[[Berserk]]
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|
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*[[Feral Rage]]
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*[[Maul]]
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*[[Rabies]]
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*[[Fire Claws]]
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*[[Hunger]]
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*[[Fury (skill)|Fury]]
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|
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*[[Poison Dagger]]
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|
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*[[Sacrifice]]
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*[[Smite]]
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*[[Zeal]]
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*[[Charge]]
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*[[Vengeance]]
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*[[Conversion]]
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|}
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[[Sorceress]] has no attack skills of her own, other than the common Attack and Throw.
 
<br>
 
<br>
-relationship between attacker level and defender level<br>
 
-relationship between attacker ar and defender dr<br>
 
 
<br>
 
<br>
The two combine into the Chance to Hit equation: Chance<sub>tohit</sub> = 2 * Level<sub>attacker</sub> / (Level<sub>attacker</sub> + Level<sub>defender</sub>) * Attack Rating<sub>attacker</sub> / (Attack Rating<sub>attacker</sub> + Defense<sub>defender</sub>)<br>
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==Chance to hit==
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The following attack [[skill]]s do '''not''' require a hit check, and always hit:
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*[[Lightning Bolt]]
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*[[Guided Arrow]]
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*[[Lightning Fury]]
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*[[Smite]] used by a [[Paladin (Diablo II)|Paladin]]
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*[[Charge]] used by a [[monster]]
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Otherwise, an attack skill normally requires a successful hit check to apply its weapon damage and trigger events. When a hit check is performed, chance to hit is determined by the relationship between attacker level (alvl) and defender level (dlvl), and attacker [[Attack Rating]] (AR) and defender [[Defense]] rating (DR):
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;<center>% Chance to hit = 100 * 2 * (alvl / (alvl+dlvl) ) * (AR / (AR+DR) )</center>
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Chance to hit has a 5% floor and 95% ceiling, so there is always at least 5% chance to hit, or miss. However, when a player character is running, hit checks are '''not''' made for any attacks made while doing so and these attacks always hit, although this does not apply while using the following mobile attack skills:
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*[[Leap]]
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*[[Leap Attack]]
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*[[Whirlwind]]
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*[[Charge]]
 
<br>
 
<br>
The Chance to Hit is eventually capped at 95% and bottoms out at 5%. These caps do not apply if the chance to hit formula is not used or considered.<br>
 
  
===The level component===
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===Level===
The level component is defined as<br>
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Player character and [[mercenary]] level is displayed on the character screen and mercenary screen (not accessible in [[Classic]] games) respectively. [[Pet]] level is normally character level at time of summoning, with the following exceptions:
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{{Text table}} width=60%
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!width=25%|[[Class]]
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!width=25%|Pet
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!width=50%|Level
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|-valign=top
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!rowspan=2|[[Amazon]]
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|[[Decoy]]
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|min( [clvl * 3/4] + slvl , clvl)
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|-
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|[[Valkyrie]]
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|min( [clvl * 3/4] + slvl , clvl)
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|-valign=top
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!rowspan=2|[[Assassin]]
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|[[Shadow Warrior]]
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|
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|-
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|[[Shadow Master]]
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|
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|-valign=top
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!rowspan=4|[[Druid (Diablo II)|Druid]]
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|[[Raven]]
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|slvl + clvl - 2
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|-
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|[[Poison Creeper]]
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|[clvl * 3/4] + slvl [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=83539&view=findpost&p=919407]
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|-
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|[[Carrion Vine]]
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|[clvl * 3/4] + slvl [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=83539&view=findpost&p=919407]
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|-
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|[[Solar Creeper]]
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|[clvl * 3/4] + slvl [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=83539&view=findpost&p=919407]
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|-valign=top
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!rowspan=2|[[Necromancer]]
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|[[Bone Wall]]
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|mlvl
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|-
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|[[Bone Prison]]
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|mlvl
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|}
  
2 * Level<sub>attacker</sub> / (Level<sub>attacker</sub> + Level<sub>defender</sub>)<br>
 
  
When the Attacker's level and the Defender's level is the same, the result of the equation is 1. It ends up having minimal effect on the total chance when attacker and defender are close in level.
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[[Mind Blast|Mind blasted]], [[Conversion|converted]] or [[revive]]d monster level is clvl when clvl < mlvl, otherwise it remains mlvl.
  
===The AR-DR component===
 
The AR-DR component is defined as<br>
 
  
Attack<sub>attacker</sub> / (Attack<sub>attacker</sub> + Defense<sub>defender</sub>)<br>
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[[Monster]] levels are their inherent levels in Normal, but they are determined by the [[area]] level in which they spawn in Nightmare and Hell (unless they are [[boss]]es, in which case their inherent level is still used). Some monster bonuses increase their level:
  
When the Attack rating of the attacker matches the Defense of the defender, the result of this component is .5 (50%).
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{{Number table}} width=30%
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|-align=center
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!width=50% align=left|Monster
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!width=50%|Mlvl
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|-
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!align=left|[[Champion|{{M|=Champion}}]]
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| +2
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|-
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!align=left|[[Fanatic|{{M|=Fanatic}}]]
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| +2
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|-
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!align=left|[[Ghostly|{{M|=Ghostly}}]]
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| +2
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|-
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!align=left|[[Possessed|{{M|=Possessed}}]]
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| +2
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|-
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!align=left|[[Berserker|{{M|=Berserker}}]]
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| +3
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|-
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!align=left|[[Unique (monster)|{{U|=Unique}}]]
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| +3
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|-
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!align=left|[[Super Unique|{{U|=Super Unique}}]]
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| +3
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|-
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!align=left|Minion
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| +3
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|}
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If a boss receives random Unique bonuses in Nightmare and Hell, the Unique level +3 bonus also applies in all [[difficulty]] levels (so this bonus applies to [[Griswold|{{Ub|=Griswold}}]], [[Radament|{{Ub|=Radament}}]] and [[Nihlathak (boss)|{{Ub|=Nihlathak}}]]). [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=80995&view=findpost&p=922928] [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=80995&st=15#entry948315]
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{{Warn|=Chance to hit displayed by character screen when cursor is over any [[Attack Rating]] or [[Defense]] field always uses inherent monster levels in Nightmare and Hell, and it does '''not''' apply any level bonuses.}} [http://diablo.incgamers.com/forums/showthread.php?837129-LCS-attack-rating-and-chance-to-hit-formulas&p=8387692&viewfull=1#post8387692]
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Level difference has a significant impact on chance to hit at low character levels, but it becomes much less significant as character level increases.
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*For example, [[Corpsefire|{{Ub|=Corpsefire}}]] is level 4 in Normal and he has 26 Attack Rating and 5 Defense: a level 1 Amazon with 95 AR and 10 Defense has just 38% chance to hit him, while he has 95% chance to hit her; however, the same Amazon at level 4 now has 95% chance to hit him, and he only has ~72% chance to hit her.
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*In a Hell [[Expansion]] game he is level 70: if a level 67 Amazon has 75% chance to hit him, and he has 25% chance to hit her, then the same Amazon at level 70 has ~77% chance to hit him, and he has ~24% chance to hit her. A difference of three levels now has a much less significant impact.
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<br>
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===Attack Rating===
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[[File:Attack.png|center|thumb|600px|If a useable attack skill requires a hit check, [[Attack Rating]] values are normally displayed in the fields to the right of [[Dexterity]] on the character screen: the top field displays the value for the attack skill assigned to the left mouse button, while the bottom field does so for that assigned to the right mouse button.
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If [[two weapons]] are equipped and both are used by the attack skill, then values are displayed for both, with those for the primary weapon displayed first; however, if only the primary weapon is used, then only its value is displayed. Moving the cursor over these fields will also display percentage chance to hit, although this is often unreliable.]]
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{{Warn|=Attack Rating values are not displayed for [[Blade Sentinel]], [[Blade Fury]] and [[Blade Sentinel]], despite the fact that these require a hit check. They are also not displayed for [[Charged Strike]] and [[Lightning Strike]].}} However, while the latter two require a hit check to apply [[javelin]] or [[spear]] damage, they are two of a number of skills that trigger events on attack or upon [[missile]] collision, regardless of whether or not the attack's hit check is successful:
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*[[Exploding Arrow]]
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*[[Immolation Arrow]]
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*[[Freezing Arrow]]
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*[[Poison Javelin]]
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*[[Plague Javelin]]
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*[[Lightning Fury]]
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*[[Conversion]]
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<br>
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===Defense===
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[[File:Defense.png|center|thumb|600px|]]
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<br>
  
 
===Estimation===
 
===Estimation===
The main difference between the two components is that the level component is multiplied by two. As a result, the same estimation procedure can be used for both components without much modification needed.<br>
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The main difference between the two components of the chance to hit calculation is that the level component is multiplied by two. As a result, the same estimation procedure can be used for both components without much modification needed:
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*For the level component, take the ratio between attacker level and defender level and find a similar ratio in the table.
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*For the ratings component, take the ratio between [[Attack Rating]] and [[Defense]] rating and find a similar ratio in the table.
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*Multiply them together and double the result.
  
For the level component, take the ratio between Attacker level and defender level and find a similar ratio in the table.<br>
 
  
For the AR-DR component, take the ratio between Attack rating and Defense rating and find a similar ratio in the table.<br>
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{|cellpadding=0 cellspacing=0 width=100%
 
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|width=30%|
Multiply them together and double the result.
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{{Number table}} width=100%
{| border="1"
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|-valign=top align=center
!Multiplier for<br> Player attacking Another Player
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!width=33% rowspan=2|1 Attacking 2
!Player amount
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!colspan=2|Ratio
!Another Player amount
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!width=33% rowspan=2|2 Attacking 1
!Multiplier for<br> Another Player attacking Player
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|-align=center
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!width=17%|1
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!width=17%|2
 
|-
 
|-
 
| 0.98 || 64 || 1 || 0.02
 
| 0.98 || 64 || 1 || 0.02
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|-
 
|-
 
| 0.83 || 5 || 1 || 0.17
 
| 0.83 || 5 || 1 || 0.17
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|}
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|width=5%|
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|width=30%|
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{{Number table}} width=100%
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|-valign=top align=center
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!width=33% rowspan=2|1 Attacking 2
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!colspan=2|Ratio
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!width=33% rowspan=2|2 Attacking 1
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|-align=center
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!width=17%|1
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!width=17%|2
 
|-
 
|-
 
| 0.8 || 4 || 1 || 0.2
 
| 0.8 || 4 || 1 || 0.2
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|-
 
|-
 
| 0.64 || 7 || 4 || 0.36
 
| 0.64 || 7 || 4 || 0.36
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|}
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|width=5%|
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|width=30%|
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{{Number table}} width=100%
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|-valign=top align=center
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!width=33% rowspan=2|1 Attacking 2
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!colspan=2|Ratio
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!width=33% rowspan=2|2 Attacking 1
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|-align=center
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!width=17%|1
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!width=17%|2
 
|-
 
|-
 
| 0.62 || 13 || 8 || 0.38
 
| 0.62 || 13 || 8 || 0.38
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| 0.5 || 1 || 1 || 0.5
 
| 0.5 || 1 || 1 || 0.5
 
|}
 
|}
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|}
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Example:
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For example, to find player A's chance to hit player B when player A is level 64 with 3,000 AR, while player B is level 66 with 2,000 Defense:
  
Let's say player A is level 64 and has 3000 AR. Player B is level 66 and has 2000 defense. Find the chance of player A hitting player B.
 
  
{| border="1"
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{{Number table}} width=30%
!Multiplier for<br> Player attacking Another Player
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|-valign=top align=center
!Player amount
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!width=33% rowspan=2|1 Attacking 2
!Another Player amount
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!colspan=2|Ratio
!Multiplier for<br> Another Player attacking Player
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!width=33% rowspan=2|2 Attacking 1
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|-align=center
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!width=17%|1
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!width=17%|2
 
|-
 
|-
 
| 0.6 || 3 || 2 || 0.4
 
| 0.6 || 3 || 2 || 0.4
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|}
 
|}
  
Level ratio is 32:33 and thus, we read .49 from the table. AR ratio is 3:2 and thus we read .6 for that. Multiply them all to get .49 * .6 * 2 = 0.588 or 58%.
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#Level ratio is 64:66 or 32:33 (/2), so read 0.49 from the table.
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#Ratings ratio is 3:2, so read 0.6 from the table.
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#Chance to hit ~ 100 * 2 * 0.49 * 0.6 ~ 58.8%
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<br>
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==Reference==
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*[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=83539 Druid Vines and Barbarian Warcries] (Druid Room)
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*[http://diablo.incgamers.com/forums/showthread.php?837129-LCS-attack-rating-and-chance-to-hit-formulas LCS attack rating and chance to hit formulas] (Diablo: IncGamers)
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*Onderduiker, [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=80995 Monster Bonuses, Death Damage and Corpse Explosion] (Technical Discussion)

Revision as of 19:57, 15 February 2013