Jump to content

Just discovered new aspect of hit calculation (G1)


Recommended Posts

Was doing yet another run through and had made a beeline to the tombs. Thus my Guardian was low enough level to have a hard time hitting the thade shades present, leading to my discovery.

 

I started the section with a bronze sword (3 damage die) and a chainmail suit (-5% accuracy). In the tombs is a corpse with both an iron sword (5 die) and an iron chestguard (-10%). Before putting on the iron chestguard, I had a 46% hit rate against the shades. I naturally expected to go down to 41%, given the heavier armor. But instead my hit went to 51%. What gives?

 

In a flash, I decide to do a test. I throw down my iron sword to see how accurate my fists are. My experiment is a success, with fists having a measly 16% hit rate, 35% less. Given that there is a difference of 2 damage die between the iron and bronze sword along with a 10% accuracy difference, it suggests that swords give a 10% flat accuracy bonus plus another 5% for each damage die added.

 

I always wondered how character hit rates are able to keep up with increasingly dodgy enemies. Now we know.

 

I wonder if armor has a similar hidden bonus to dodge rates.

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...