HIT Rate % convert to number?

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Started by cooldoode325 12 posts View original ↗
  1. I'm wondering if it's possible to take an ex-Parameter like HIT Rate and turn it into an number over 100? For example, I want a character to have an Accuracy rating of 127 and that number be put into some sort of formula to calculate 127 - (Evasion of enemy) into a final output. 

    The reason for this is that the limit to 100% is, well, limiting to me. 

    Will I need to create my own parameter and formula? If so, how would I do that?

    If somebody has a better way of calculating Hit Rate and Accuracy and all that, please feel free to help me. I'm new to game creation and could use all the suggestions and tips I can get.

    Thanks!
  2. hm, how is percentage not enough?

    Do you mean that instead of Hit rate -Evasion you want to use another formula?
  3. cooldoode325 said:
    The reason for this is that the limit to 100% is, well, limiting to me. 
    Well I'd like to see you hit something with 150% accuracy! LMAO

    You would need a script to do some Arbitrary Rating Scale  like you seem to want. I really Don't see the point, you COULD just give it a % and then put a made up number in the Description to go with it.
  4. I THINK that instead of a percentage he wants something like a hit stat like in Final Fantasy.
    But I have no idea how the hit rate is calculated there.
  5. RyokuHasu said:
    Well I'd like to see you hit something with 150% accuracy! LMAO

    You would need a script to do some Arbitrary Rating Scale  like you seem to want. I really Don't see the point, you COULD just give it a % and then put a made up number in the Description to go with it.
    What do you mean in the description?
  6. Waterguy said:
    I THINK that instead of a percentage he wants something like a hit stat like in Final Fantasy.

    But I have no idea how the hit rate is calculated there.
    That might be what I'm trying to think of. I don't know, I may just stick with percentages.

    I'm just trying to come up with a good way to level hit rate for my characters without making it too high or too low. I'm not sure how other games do it.
  7. cooldoode325, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    There's a nifty MultiQuote button in the lower right corner of every post if you want to reply to several people at once and quote them while doing so :)
  8. Shaz said:
    cooldoode325, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.

    There's a nifty MultiQuote button in the lower right corner of every post if you want to reply to several people at once and quote them while doing so :)
    Oops, sorry. I'll do that next time.
  9. it's best to stay between 85-100 for  highly accurate attacks, for attacks that have a good chance to fail use 60-84%, for it might hit, it might not 40-59%, and for an attack that almost never hits but when it does it'll hurt use 20-39%, 1-19% probably shouldn't be used EVER at the risk of just pissing off players.
  10. RyokuHasu said:
    it's best to stay between 85-100 for  highly accurate attacks, for attacks that have a good chance to fail use 60-84%, for it might hit, it might not 40-59%, and for an attack that almost never hits but when it does it'll hurt use 20-39%, 1-19% probably shouldn't be used EVER at the risk of just pissing off players.
    Thanks! I'll try these numbers!
  11. I think I know what the OP is after, and if I remember correctly there already is a script for this available.


    Currently, the attack processor rolls one percentage roll for HIT%, and if the attack hits then there is a second percentage roll for EVA%.


    I think the OP wants to combine these two steps into one, so that the EVA of a target is not rolled independently but substracted from the original HIT chance - and then have the possibility of higher HIT chances to compensate for enemies with high EVA.


    If that assumption is correct, then there is such a script, but I don't remember its name or where it was linked, you have to search the master script list and this forum for it.
  12. Andar said:
    I think I know what the OP is after, and if I remember correctly there already is a script for this available.

    Currently, the attack processor rolls one percentage roll for HIT%, and if the attack hits then there is a second percentage roll for EVA%.

    I think the OP wants to combine these two steps into one, so that the EVA of a target is not rolled independently but substracted from the original HIT chance - and then have the possibility of higher HIT chances to compensate for enemies with high EVA.

    If that assumption is correct, then there is such a script, but I don't remember its name or where it was linked, you have to search the master script list and this forum for it.
    Yes! I think, lol. I'll have a lookthrough on the master script list. Though I'm not sure what I should be looking for.