Different Hit and Miss rates, how does it works? VX ACE

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Started by Thorgaaz 3 posts View original ↗
  1. Soo, you have different hit rates, but i dont know exactely how they stack togeter.

    For example. You Class has Hit 90% Your Actor an 20%Bonus 10% Comes from a state and the Weapon attack has an 50% Hitchance.
    How high is your total hitchance now?
    My Suggestion would be 80% ((90 +20% thats 118 total +12 from the state (118x0.1) -50

    Or is it 50% because Skill success is different from hit? Or is it completely different? I dont know, testing seems equil to my suggestions, but ist an difficult game and small percentages might Change a lot, so it would be great to know exactely.

    Next I was searching for the Accuracy Overflow mod, but the Links i found didnt work anymore. Does anyone has an working link?
    Greetings: Thorgaaz
  2. The default formula is additive. Means if you have 90% as class hit rate and 10% for individual char, then it's 100%.
    Adding state that increase hit rate for example 20% will make 120% hit rate.

    This hit rate affect skill success chance. Means if your item success chance is 50%, and you having 120% hit chance, the success chance will be 60%. Source :
    Code:
      #--------------------------------------------------------------------------
      # * Calculate Hit Rate of Skill/Item
      #--------------------------------------------------------------------------
      def item_hit(user, item)
        rate = item.success_rate * 0.01     # Get success rate
        rate *= user.hit if item.physical?  # Physical attack: Multiply hit rate
        return rate                         # Return calculated hit rate
      end
  3. Ah, I see.

    Big Thanks, this will help me a lot.