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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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Sorceress has no attack skills of her own, other than the common Attack and Throw.
Chance to hit
The following attack skills do not require a hit check, and always hit:
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):
- % Chance to hit = 100 * 2 * (alvl / (alvl+dlvl) ) * (AR / (AR+DR) )
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:
Level
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:
Mind blasted, converted or revived monster level is clvl when clvl < mlvl, otherwise it remains mlvl.
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 bosses, in which case their inherent level is still used). Some monster bonuses increase their level:
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, Radament and Nihlathak). [4] [5]
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. [6]
Level difference has a significant impact on chance to hit at low character levels, but it becomes much less significant as character level increases.
- For example, 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.
- 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.
Attack Rating
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. 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.
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:
Defense
Estimation
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:
- For the level component, take the ratio between attacker level and defender level and find a similar ratio in the table.
- For the ratings component, take the ratio between Attack Rating and Defense rating and find a similar ratio in the table.
- Multiply them together and double the result.
1 Attacking 2
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Ratio
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2 Attacking 1
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1
|
2
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0.98 |
64 |
1 |
0.02
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0.97 |
32 |
1 |
0.03
|
0.94 |
16 |
1 |
0.06
|
0.92 |
12 |
1 |
0.08
|
0.91 |
10 |
1 |
0.09
|
0.89 |
8 |
1 |
0.11
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0.88 |
7 |
1 |
0.13
|
0.86 |
6 |
1 |
0.14
|
0.83 |
5 |
1 |
0.17
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1 Attacking 2
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Ratio
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2 Attacking 1
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1
|
2
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0.8 |
4 |
1 |
0.2
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0.78 |
7 |
2 |
0.22
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0.75 |
3 |
1 |
0.25
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0.73 |
11 |
4 |
0.27
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0.71 |
5 |
2 |
0.29
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0.69 |
9 |
4 |
0.31
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0.67 |
2 |
1 |
0.33
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0.65 |
15 |
8 |
0.35
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0.64 |
7 |
4 |
0.36
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1 Attacking 2
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Ratio
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2 Attacking 1
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1
|
2
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0.62 |
13 |
8 |
0.38
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0.6 |
3 |
2 |
0.4
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0.58 |
11 |
8 |
0.42
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0.56 |
5 |
4 |
0.44
|
0.53 |
9 |
8 |
0.47
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0.52 |
17 |
16 |
0.48
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0.51 |
33 |
32 |
0.49
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0.5 |
65 |
64 |
0.5
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0.5 |
1 |
1 |
0.5
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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:
1 Attacking 2
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Ratio
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2 Attacking 1
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1
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2
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0.6 |
3 |
2 |
0.4
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0.51 |
33 |
32 |
0.49
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- Level ratio is 64:66 or 32:33 (/2), so read 0.49 from the table.
- Ratings ratio is 3:2, so read 0.6 from the table.
- Chance to hit ~ 100 * 2 * 0.49 * 0.6 ~ 58.8%
Reference
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