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Author Topic: Hit Rate  (Read 1822 times)

Deathlike2

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Hit Rate
« on: February 23, 2008, 01:48:37 AM »
Even after you do the attack multiplier and attack base.. the hit rate modifer affects your damage output. You simply multiply the hit rate modifier after calculating the base damage from the attack multiplier and attack base. The hit rate modifier has a range, which is factored in after the hit rate bonus (which is based on level/4) to your weapon. There is a range, but it's close to like -16 to 16 (this is not definate just yet).
« Last Edit: February 23, 2008, 02:18:24 AM by Deathlike2 »
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Deathlike2

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Re: Hit Rate
« Reply #1 on: February 29, 2008, 02:10:30 AM »
Bah to my original post.

Hit rate effectively determines damage efficency. 99% effectively means "always hit". 80% is fairly efficient... anything under 74% and not back row compatible is pretty much a disaster under you have an uber multiplier.
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Deathlike2

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Re: Hit Rate
« Reply #2 on: November 19, 2008, 02:20:42 PM »
Ultra  :bump:

This thread was written before I properly understood how it worked.. so it's probably worth correcting this.

Hit Rate is effectively "damage efficency". The closer the number is to 99%, the more efficent the damage is dealt, relative to the attack multiplier.

A way of calculating it is Hit Rate * Attack Multiplier * Attack Power get a proper idea of damage being dealt. Also, a low hit rate has a higher degree of variation, which may or may not help the situation, which is why a hit rate of 99% is relatively stable and predictable in the damage that can be dealt.
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