Wiki/Combat/Hit Chance

Hit Chance

Whether an attack connects is determined by a sigmoid curve that compares the attacker's hit score against the defender's avoid score. Different combat modes use different curve parameters.

The Sigmoid Formula

normalized = 1 / (1 + ((avoidScore + bias) / hitScore) ^ exponent)
hitChance = clamp(normalized, minHitChance, maxHitChance)

A random value [0, 1) is rolled. If the roll is below hitChance the attack connects; otherwise it misses. The bias and exponent shift the curve to be more or less forgiving.

Hit Score

Hit score is built from skill level, equipment accuracy, and the relevant attribute, plus any per-action accuracy modifier.

hitScore = floor(skillLevel / 2) + equipmentAccuracy + attributeAccuracy + actionModifier

Attribute Accuracy by Style

StyleAttributeAccuracy per Point
MeleeStrength1
RangedDexterity1
MagicIntelligence1

Avoid Score

avoidScore = dodge + evasion // equipment dodge + attribute evasion

Combat Mode Curves

Each combat context uses its own curve parameters, producing different hit-rate profiles:

ModeMin HitMax HitBiasExponent
pvp10%95%52.4
pve_open_world25%95%31.5
pve_expedition20%95%31.8
pve_boss35%98%41.35

Curve Behaviour

  • PvP has the lowest floor (10%) and highest exponent (2.4), making evasion builds very effective against other players.
  • PvE Open World is more forgiving with a 25% floor so players always feel impactful.
  • PvE Expedition sits between PvP and Open World, rewarding accuracy investment in longer fights.
  • PvE Boss has the highest floor (35%) and cap (98%) with the gentlest exponent (1.35), ensuring all participants contribute during boss encounters.

Constants Reference

ConstantValueDescription
ACCURACY_PER_STRENGTH1Hit score bonus per Strength point (melee)
ACCURACY_PER_DEXTERITY1Hit score bonus per Dexterity point (ranged)
ACCURACY_PER_INTELLIGENCE1Hit score bonus per Intelligence point (magic)