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Player character's Attack Rating is displayed to the right of Dexterity on the character screen: top field displays that for any attack assigned to the left mouse button, while bottom field displays that for any attack assigned to the right mouse button. When two weapons are equipped and both are used to attack, AR for both is displayed with that of the primary weapon on top. Chance to hit last target (or a Fallen at start of first game) for primary weapon is displayed when cursor is over AR field.
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Attack Rating affects chance to hit when using an attack skill which requires a hit check to apply its damage and other effects. Attack Rating for a level 1 player character is determined based on Dexterity and a class constant:
Base Attack Rating = ( (Dexterity - 7) * 5) + Class constant [1]
Chance to hit displayed by character screen applies class constant a second time. For example, a level 1 Amazon displays and has 95 AR, but displayed chance to hit is calculated as though she has 100 (+5); a level 1 Sorceress displays and has 75 AR, but displayed chance to hit is calculated as though she has 60 (-15).
Every additional point of Dexterity also results in +5 Attack Rating, although bonuses can also be gained from equipped items, and charms in inventory in Expansion games (although any bonus on a weapon only applies to attacks made with that weapon).
Character screen does not display Attack Rating for the following:
Character screen does not display Attack Rating bonuses of any kind from a weapon when using the following:
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Charm
Small Charm
Value
|
Source
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Min Rlvl
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Min Alvl
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+(10-20)
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Fine Small Charm
|
21
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28
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Value
|
Source
|
Min Rlvl
|
Min Alvl
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+(2-4)
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Bronze Small Charm
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1
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1
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+(6-12)
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Bronze Small Charm
|
15
|
21
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+(13-24)
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Iron Small Charm
|
31
|
39
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+(25-36)
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Steel Small Charm
|
49
|
57
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Large Charm
Value
|
Source
|
Min Rlvl
|
Min Alvl
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+(10-20)
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Fine Large Charm
|
14
|
19
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+(21-48)
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Sharp Large Charm
|
21
|
28
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Value
|
Source
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Min Rlvl
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Min Alvl
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+(4-8)
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Bronze Large Charm
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1
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1
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+(6-12)
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Bronze Large Charm
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5
|
7
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+(13-25)
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Bronze Large Charm
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12
|
16
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+(26-38)
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Iron Large Charm
|
18
|
25
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+(39-51)
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Iron Large Charm
|
26
|
34
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+(52-64)
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Steel Large Charm
|
36
|
43
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+(65-77)
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Steel Large Charm
|
44
|
52
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Grand Charm
Value
|
Source
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Min Rlvl
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Min Alvl
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+(10-20)
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Fine Grand Charm
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11
|
15
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+(21-48)
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Fine Grand Charm
|
16
|
22
|
+(49-76)
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Sharp Grand Charm
|
21
|
29
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Value
|
Source
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Min Rlvl
|
Min Alvl
|
+(6-12)
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Bronze Grand Charm
|
1
|
1
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+(13-27)
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Bronze Grand Charm
|
5
|
7
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+(28-42)
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Bronze Grand Charm
|
9
|
13
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+(43-57)
|
Iron Grand Charm
|
14
|
19
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+(58-72)
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Iron Grand Charm
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18
|
25
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+(73-87)
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Iron Grand Charm
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23
|
31
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+(88-102)
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Steel Grand Charm
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29
|
37
|
+(103-117)
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Steel Grand Charm
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35
|
43
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+(118-132)
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Steel Grand Charm
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41
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49
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Any socket
Value
|
Source
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Min Rlvl
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Min Alvl
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+10
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Bright Jewel
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1
|
1
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+(10-20)
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Nickel Jewel
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1
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1
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+(21-40)
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Tin Jewel
|
6
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8
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+(41-60)
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Silver Jewel
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18
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25
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+(61-100)
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Argent Jewel
|
36
|
44
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Helm
Value
|
Source
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Min Rlvl
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Min Alvl
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+15
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Helm of Light
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4
|
6
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+30
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Helm of Radiance
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11
|
15
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Circlet
Value
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Source
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Min Rlvl
|
Min Alvl
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+(10-20)
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Bronze circlet
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1
|
1
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+(21-40)
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Iron circlet
|
3
|
4
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+(41-60)
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Steel circlet
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6
|
8
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+(61-80)
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Silver circlet
|
9
|
12
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+(81-100)
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Gold circlet
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12
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17
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+(101-120)
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Platinum circlet
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16
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22
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Amulet
Value
|
Source
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Min Rlvl
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Min Alvl
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+10
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Amulet of Light
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1
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1-5
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+15
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Amulet of Light
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4
|
6
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+(10-20)
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Bronze Amulet
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1
|
1
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+30
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Amulet of Radiance
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11
|
15
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Body armor
Value
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Source
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Min Rlvl
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Min Alvl
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+15
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Body armor of Light
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4
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6
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Weapon
Value
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Source
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Min Rlvl
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Min Alvl
|
+(10-20)
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Sharp weapon 1
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3
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5
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+(21-40)
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Fine weapon 1
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9
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12
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+(41-60)
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Warrior's weapon 1
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13
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19
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+(61-80)
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Soldier's weapon 1
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19
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27
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+(81-100)
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Knight's weapon 1
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30
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38
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+(101-120)
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Lord's weapon 1
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39
|
47
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+(121-150)
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King's weapon 1
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48
|
56
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+(151-250)
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Master's weapon 1
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48
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56
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+(251-300)
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Grandmaster's weapon 1
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61
|
69
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Value
|
Source
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Min Rlvl
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Min Alvl
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+(10-20)
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Bronze weapon 1
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1
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1
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+(21-40)
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Iron weapon 1
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3
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4
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+(41-60)
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Steel weapon 1
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6
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8
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+(61-80)
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Silver weapon 1
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9
|
12
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+(81-100)
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Gold weapon 1
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12
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17
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+(101-120)
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Platinum weapon 1
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16
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22
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+(121-150)
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Meteoric weapon 1
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20
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27
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+(151-300)
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Strange weapon 1
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24
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32
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+(301-450)
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Weird weapon 1
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27
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37
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Value
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Source
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Min Rlvl
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Min Alvl
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+[1.5*lvl]
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Hawkeye weapon 1
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26
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35
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+[16.5*lvl]
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Fool's weapon 1
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37
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50
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1 Excluding orb, staff and wand
Melee weapon
Axe
Club
Dagger
Hammer
Mace
Polearm
Rod
Value
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Source
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Min Rlvl
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Min Alvl
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+15
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Rod of Light
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4
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6
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+30
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Rod of Radiance
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11
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15
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Scepter
Wand
Spear
Sword
Missile weapon
Value
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Source
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Min Rlvl
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Min Alvl
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+30
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Missile weapon of Radiance
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11
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15
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Amazon bow
Bow
Crossbow
Throwing weapon
Shield
Value
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Source
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Min Rlvl
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Min Alvl
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+15
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Shield of Light
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4
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6
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Auric shield
Value
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Source
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Min Rlvl
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Min Alvl
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+(15-30)
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Auric shield
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5
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10
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+(31-60)
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Auric shield
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13
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18
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+(61-80)
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Auric shield
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23
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30
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+(81-100)
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Auric shield
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34
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42
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+(101-121)
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Auric shield
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42
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50
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- Required Level (Rlvl) only applies when an auric shield is magic or rare quality.
Ring
Value
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Source
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Min Rlvl
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Min Alvl
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+10
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Ring of Light
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1
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1-5
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+15
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Ring of Light
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4
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6
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+(10-20)
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Bronze Ring
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1
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1
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+30
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Ring of Radiance
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11
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15
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+(21-40)
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Iron Ring
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3
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4
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+(41-60)
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Steel Ring
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6
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8
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+(61-80)
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Silver Ring
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9
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12
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+(81-100)
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Gold Ring
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12
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17
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+(101-120)
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Platinum Ring
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16
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22
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Belt
Value
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Source
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Min Rlvl
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Min Alvl
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+15
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Belt of Light
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4
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6
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Boots
Value
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Source
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Min Rlvl
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Min Alvl
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+15
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Boots of Light
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4
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6
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Gloves
Value
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Source
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Min Rlvl
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Min Alvl
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+15
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Gloves of Light
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4
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6
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+(10-20)
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Bronze Gloves
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1
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1
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Set bonus
Pet
Class
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Pet
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Normal
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Nightmare
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Hell
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Amazon
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Valkyrie
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250 + MonLvl + (100*slvl) + (40*Pen.blvl)
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300 + MonLvl + (100*slvl) + (40*Pen.blvl)
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350 + MonLvl + (100*slvl) + (40*Pen.blvl)
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Assassin
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Blade Sentinel
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Assassin Attack Rating + MonLvl + (5*slvl)
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Shadow Warrior
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163 + (100*slvl)
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243 + (100*slvl)
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323 + (100*slvl)
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Shadow Master
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163 + (90*slvl)
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243 + (90*slvl)
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323 + (90*slvl)
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Druid
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Raven
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85 + (15*slvl) + MonLvl
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Spirit Wolf
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130 + (45*slvl) + MonLvl [3]
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Dire Wolf
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305 + (20*slvl) + if (SSW.slvl >0 , 25*SSW.slvl , 0) + MonLvl [4]
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Grizzly
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605 + (20*slvl) + if (SSW.slvl >0 , 25*SSW.slvl , 0) + MonLvl [5]
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Necromancer
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Necroskeleton
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5 + (15 * (slvl+SM.lvl) ) + MonLvl
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4 + (15 * (slvl+SM.lvl) ) + MonLvl
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6 + (15 * (slvl+SM.lvl) ) + MonLvl
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Clay Golem
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40 + (20*slvl) + MonLvl +(25*GM.slvl)
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66 + (20*slvl) + MonLvl +(25*GM.slvl)
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92 + (20*slvl) + MonLvl +(25*GM.slvl)
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Blood Golem
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60 + MonLvl +(20*CG.blvl) +(25*GM.slvl)
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104 + MonLvl +(20*CG.blvl) +(25*GM.slvl)
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148 + MonLvl +(20*CG.blvl) +(25*GM.slvl)
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Iron Golem
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80 + MonLvl +(20*CG.blvl) +(25*GM.slvl)
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138 + MonLvl +(20*CG.blvl) +(25*GM.slvl)
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197 + MonLvl +(20*CG.blvl) +(25*GM.slvl)
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Fire Golem
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120 + MonLvl +(20*CG.blvl) +(25*GM.slvl)
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209 + MonLvl +(20*CG.blvl) +(25*GM.slvl)
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298 + MonLvl +(20*CG.blvl) +(25*GM.slvl)
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Monster
Monster Attack Rating varies depending on difficulty level, monster level and monster type:
Base Attack Rating = [MonLvl * MonStats/100] [8]
- MonLvl values for the relevant difficulty and monster level (including any Champion, Unique or minion bonus) [9] are modified by percentage values stored in the MonStats.txt file, which vary depending on monster type. Monster chance to hit displayed by character screen does not use level bonuses. [10] For example, any Fallen in Normal is level 1 with 8 Attack Rating, while a Fallen and its minions are level 4 with 26 AR before any bonuses: however, chance to hit is calculated using level 1 and 8 AR in all cases.
- Monster chance to hit displayed by character screen also uses MonStats.txt value for monster level to select MonLvl value in all three difficulty levels, but this only applies to bosses in Nightmare and Hell: otherwise, area level determines mlvl in Nightmare and Hell. [11] For example, in Hell the character screen calculates chance to hit based on any Fallen being level 67 with 2,451 or 2,315 AR (A1 or A2 attack respectively) in Expansion games: however, this is only true if it spawns in a level 67 area like the Blood Moor; if it spawns in a level 83 area like the Underground Passage Level 2, then it is level 83 with 2,930 or 2,767 AR.
- Attack Rating increases by 1/16 (6.25%) with each additional player in Nightmare and Hell Ladder and Single Player games. Monster chance to hit displayed by character screen does not take this into account.
- Monsters whose missile attacks require a hit check have base Attack Rating doubled; monster chance to hit displayed by character screen does not take this into account. [12] [13]
Reference
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