![]() ![]() Granted, none of this is official information, but it is the best explanation for what we can see. Misses and dodges appear to be mechanically identical. Misses do occur, but only on stunned targets (who, according to the tooltips, still get the benefit of their dodge ratings). You are far more likely to see all hits or all misses. For example, if you had a formation with some enemies with 10 dodge and some with 20 dodge, there would be all of 10 numbers you could roll that would result in you hitting the low dodge enemies and not hitting the high dodge enemies. Most enemy formations aren't going to have a difference in dodge ratings greater than 20 or so, and you'd need to roll a number within that difference to see a mix of hits and dodges. Those skills seem to roll a single number for hit chance which is then compared to the calculated hit chances against each target. I think you're overestimating the chances of seeing a mix of hits and dodges on AoE skills. ![]() For example, if your target has 30 dodge, you would need 120 ACC to hit the 90% hit chance cap. ACC greater than 90 serves only to offset enemy dodge. Occasionally, this calculated hit chance is off by 1, but that's presumably a rounding error. ![]() If hit chance is greater than 90%, it is reduced to 90%. According to the tooltips (hover over a valid target and you'll see your calculated hit chance), hit chance = attacker ACC - target Dodge. ![]()
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