Difference between revisions of "Attack"

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Two main factors exist when determining the Chance to Hit:  
+
{{Attack nav}}
 +
{{Intro}}
 +
Attack skills are active skills that apply weapon damage and normally require a hit check, which needs to be successful before that damage can be applied, and other events triggered. All character classes start with the standard Attack and Throw skills, while the remainder are as follows:
 +
|}
 +
 
 +
 
 +
{{Text table}} width=100%
 +
|- align=center
 +
!width=17%| [[Amazon]]
 +
!width=16%| [[Assassin]]
 +
!width=17%| [[Barbarian (Diablo II)|Barbarian]]
 +
!width=17%| [[Druid (Diablo II)|Druid]]
 +
!width=16%| [[Necromancer]]
 +
!width=17%| [[Paladin (Diablo II)|Paladin]]
 +
|- valign=top
 +
|
 +
* [[Bow and Crossbow Skills|Bow & Crossbow Skills]]
 +
* [[Javelin and Spear Skills|Javelin & Spear Skills]]
 +
|
 +
* [[Martial Arts]]
 +
* [[Blade Sentinel]]
 +
* [[Blade Fury]]
 +
* [[Blade Shield]]
 +
|
 +
* Left Hand Throw
 +
* [[Bash]]
 +
* [[Double Swing]]
 +
* [[Stun]]
 +
* [[Double Throw]]
 +
* [[Leap Attack]]
 +
* [[Concentrate]]
 +
* [[Frenzy]]
 +
* [[Whirlwind]]
 +
* [[Berserk]]
 +
|
 +
* [[Feral Rage]]
 +
* [[Maul]]
 +
* [[Rabies]]
 +
* [[Fire Claws]]
 +
* [[Hunger]]
 +
* [[Fury (skill)|Fury]]
 +
|
 +
* [[Poison Dagger]]
 +
|
 +
* [[Sacrifice]]
 +
* [[Smite]]
 +
* [[Zeal]]
 +
* [[Charge]]
 +
* [[Vengeance]]
 +
* [[Conversion]]
 +
|}
 +
 
 +
 
 +
[[Sorceress]] has no attack skills of her own, other than the common Attack and Throw.
 
<br>
 
<br>
-relationship between attacker level and defender level<br>
 
-relationship between attacker ar and defender dr<br>
 
 
<br>
 
<br>
The two combine into the Chance to Hit equation: Chance<sub>tohit</sub> = 2 * Level<sub>attacker</sub> / (Level<sub>attacker</sub> + Level<sub>defender</sub>) * Attack Rating<sub>attacker</sub> / (Attack Rating<sub>attacker</sub> + Defense<sub>defender</sub>)<br>
+
==Chance to hit==
 +
The following attack [[skill]]s do '''not''' require a hit check, and always hit:
 +
 
 +
* [[Lightning Bolt]]
 +
* [[Guided Arrow]]
 +
* [[Lightning Fury]]
 +
* [[Smite]] used by a [[Paladin (Diablo II)|Paladin]]
 +
* [[Charge]] used by a [[monster]]
 +
 
 +
Otherwise, an attack skill normally requires a successful hit check to apply its weapon [[damage]] and other [[:Category:Modifiers|modifiers]]. When a hit check is performed, chance to hit is determined by the relationship between attacker level (alvl) and defender level (dlvl), and attacker [[Attack Rating]] (AR) and defender [[Defense]] rating (DR):
 +
 
 +
 
 +
; <center>% Chance to hit = 100 * 2 * (alvl / (alvl+dlvl) ) * (AR / (AR+DR) )</center>
 +
 
 +
 
 +
Chance to hit has a 5% floor and 95% ceiling, so there is always at least 5% chance to hit, or miss. However, when a player character is running, hit checks are '''not''' made for any attacks made while doing so and these attacks always hit, although this does not apply while using the following mobile attack skills:
 +
 
 +
* [[Leap]]
 +
* [[Leap Attack]]
 +
* [[Whirlwind]]
 +
* [[Charge]]
 +
 
 +
Chance to hit affects the frequency with which attacks apply damage and other modifiers. Increasing chance to hit increases effective damage rate (damage per second), since more attacks will be successful over time; conversely, decreasing it increases effective [[life]], since fewer attacks will be successful over time.
 +
 
 +
 
 +
; {{S|=Final chance to hit > initial chance to hit}}
 +
Damage rate multiplier = Final chance to hit / Initial chance to hit
 +
 
 +
 
 +
For example, increasing chance to hit from 50% to 75% multiplies damage rate by 1.5 (75/50), a 50% increase; however, increasing it from 75% to 90% multiplies damage rate by just 1.2 (90/75), only 20% increase (the effect on damage rate becomes less significant as chance to hit increases beyond 50%).
 +
 
 +
 
 +
; {{C|=Final chance to hit < initial chance to hit}}
 +
Effective life multiplier = Initial chance to hit / Final chance to hit
 +
 
 +
 
 +
For example, decreasing chance to hit from 50% to 25% multiplies effective life by 2 (50/25); decreasing it from 25% to 10% multiplies effective life by 2.5 (25/10) (the effect on effective life becomes '''more''' significant as chance to hit decreases below 50%).
 +
 
 +
 
 +
The table below lists multipliers of damage rate or effective life as chance to hit increases or decreases:
 +
 
 +
 
 +
{{Number table}} width=100%
 +
|-
 +
!colspan=20 align=center| Chance to hit
 +
|- valign=top align=center
 +
!width=5% rowspan=2| Initial
 +
!colspan=19| Final
 +
|- align=center
 +
!width=5%| 5%
 +
!width=5%| 10%
 +
!width=5%| 15%
 +
!width=5%| 20%
 +
!width=5%| 25%
 +
!width=5%| 30%
 +
!width=5%| 35%
 +
!width=5%| 40%
 +
!width=5%| 45%
 +
!width=5%| 50%
 +
!width=5%| 55%
 +
!width=5%| 60%
 +
!width=5%| 65%
 +
!width=5%| 70%
 +
!width=5%| 75%
 +
!width=5%| 80%
 +
!width=5%| 85%
 +
!width=5%| 90%
 +
!width=5%| 95%
 +
|-
 +
!align=center| 5%
 +
| 1.00
 +
| {{S|=2.00}}
 +
| {{S|=3.00}}
 +
| {{S|=4.00}}
 +
| {{S|=5.00}}
 +
| {{S|=6.00}}
 +
| {{S|=7.00}}
 +
| {{S|=8.00}}
 +
| {{S|=9.00}}
 +
| {{S|=10.00}}
 +
| {{S|=11.00}}
 +
| {{S|=12.00}}
 +
| {{S|=13.00}}
 +
| {{S|=14.00}}
 +
| {{S|=15.00}}
 +
| {{S|=16.00}}
 +
| {{S|=17.00}}
 +
| {{S|=18.00}}
 +
| {{S|=19.00}}
 +
|-
 +
!align=center| 10%
 +
| {{C|=2.00}}
 +
| 1.00
 +
| {{S|=1.50}}
 +
| {{S|=2.00}}
 +
| {{S|=2.50}}
 +
| {{S|=3.00}}
 +
| {{S|=3.50}}
 +
| {{S|=4.00}}
 +
| {{S|=4.50}}
 +
| {{S|=5.00}}
 +
| {{S|=5.50}}
 +
| {{S|=6.00}}
 +
| {{S|=6.50}}
 +
| {{S|=7.00}}
 +
| {{S|=7.50}}
 +
| {{S|=8.00}}
 +
| {{S|=8.50}}
 +
| {{S|=9.00}}
 +
| {{S|=9.50}}
 +
|-
 +
!align=center| 15%
 +
| {{C|=3.00}}
 +
| {{C|=1.50}}
 +
| 1.00
 +
| {{S|=1.33}}
 +
| {{S|=1.67}}
 +
| {{S|=2.00}}
 +
| {{S|=2.33}}
 +
| {{S|=2.67}}
 +
| {{S|=3.00}}
 +
| {{S|=3.33}}
 +
| {{S|=3.67}}
 +
| {{S|=4.00}}
 +
| {{S|=4.33}}
 +
| {{S|=4.67}}
 +
| {{S|=5.00}}
 +
| {{S|=5.33}}
 +
| {{S|=5.67}}
 +
| {{S|=6.00}}
 +
| {{S|=6.33}}
 +
|-
 +
!align=center| 20%
 +
| {{C|=4.00}}
 +
| {{C|=2.00}}
 +
| {{C|=1.33}}
 +
| 1.00
 +
| {{S|=1.25}}
 +
| {{S|=1.50}}
 +
| {{S|=1.75}}
 +
| {{S|=2.00}}
 +
| {{S|=2.25}}
 +
| {{S|=2.50}}
 +
| {{S|=2.75}}
 +
| {{S|=3.00}}
 +
| {{S|=3.25}}
 +
| {{S|=3.50}}
 +
| {{S|=3.75}}
 +
| {{S|=4.00}}
 +
| {{S|=4.25}}
 +
| {{S|=4.50}}
 +
| {{S|=4.75}}
 +
|-
 +
!align=center| 25%
 +
| {{C|=5.00}}
 +
| {{C|=2.50}}
 +
| {{C|=1.67}}
 +
| {{C|=1.25}}
 +
| 1.00
 +
| {{S|=1.20}}
 +
| {{S|=1.40}}
 +
| {{S|=1.60}}
 +
| {{S|=1.80}}
 +
| {{S|=2.00}}
 +
| {{S|=2.20}}
 +
| {{S|=2.40}}
 +
| {{S|=2.60}}
 +
| {{S|=2.80}}
 +
| {{S|=3.00}}
 +
| {{S|=3.20}}
 +
| {{S|=3.40}}
 +
| {{S|=3.60}}
 +
| {{S|=3.80}}
 +
|-
 +
!align=center| 30%
 +
| {{C|=6.00}}
 +
| {{C|=3.00}}
 +
| {{C|=2.00}}
 +
| {{C|=1.50}}
 +
| {{C|=1.20}}
 +
| 1.00
 +
| {{S|=1.17}}
 +
| {{S|=1.33}}
 +
| {{S|=1.50}}
 +
| {{S|=1.67}}
 +
| {{S|=1.83}}
 +
| {{S|=2.00}}
 +
| {{S|=2.17}}
 +
| {{S|=2.33}}
 +
| {{S|=2.50}}
 +
| {{S|=2.67}}
 +
| {{S|=2.83}}
 +
| {{S|=3.00}}
 +
| {{S|=3.17}}
 +
|-
 +
!align=center| 35%
 +
| {{C|=7.00}}
 +
| {{C|=3.50}}
 +
| {{C|=2.33}}
 +
| {{C|=1.75}}
 +
| {{C|=1.40}}
 +
| {{C|=1.17}}
 +
| 1.00
 +
| {{S|=1.14}}
 +
| {{S|=1.29}}
 +
| {{S|=1.43}}
 +
| {{S|=1.57}}
 +
| {{S|=1.71}}
 +
| {{S|=1.86}}
 +
| {{S|=2.00}}
 +
| {{S|=2.14}}
 +
| {{S|=2.29}}
 +
| {{S|=2.43}}
 +
| {{S|=2.57}}
 +
| {{S|=2.71}}
 +
|-
 +
!align=center| 40%
 +
| {{C|=8.00}}
 +
| {{C|=4.00}}
 +
| {{C|=2.67}}
 +
| {{C|=2.00}}
 +
| {{C|=1.60}}
 +
| {{C|=1.33}}
 +
| {{C|=1.14}}
 +
| 1.00
 +
| {{S|=1.13}}
 +
| {{S|=1.25}}
 +
| {{S|=1.38}}
 +
| {{S|=1.50}}
 +
| {{S|=1.63}}
 +
| {{S|=1.75}}
 +
| {{S|=1.88}}
 +
| {{S|=2.00}}
 +
| {{S|=2.13}}
 +
| {{S|=2.25}}
 +
| {{S|=2.38}}
 +
|-
 +
!align=center| 45%
 +
| {{C|=9.00}}
 +
| {{C|=4.50}}
 +
| {{C|=3.00}}
 +
| {{C|=2.25}}
 +
| {{C|=1.80}}
 +
| {{C|=1.50}}
 +
| {{C|=1.29}}
 +
| {{C|=1.13}}
 +
| 1.00
 +
| {{S|=1.11}}
 +
| {{S|=1.22}}
 +
| {{S|=1.33}}
 +
| {{S|=1.44}}
 +
| {{S|=1.56}}
 +
| {{S|=1.67}}
 +
| {{S|=1.78}}
 +
| {{S|=1.89}}
 +
| {{S|=2.00}}
 +
| {{S|=2.11}}
 +
|-
 +
!align=center| 50%
 +
| {{C|=10.00}}
 +
| {{C|=5.00}}
 +
| {{C|=3.33}}
 +
| {{C|=2.50}}
 +
| {{C|=2.00}}
 +
| {{C|=1.67}}
 +
| {{C|=1.43}}
 +
| {{C|=1.25}}
 +
| {{C|=1.11}}
 +
| 1.00
 +
| {{S|=1.10}}
 +
| {{S|=1.20}}
 +
| {{S|=1.30}}
 +
| {{S|=1.40}}
 +
| {{S|=1.50}}
 +
| {{S|=1.60}}
 +
| {{S|=1.70}}
 +
| {{S|=1.80}}
 +
| {{S|=1.90}}
 +
|-
 +
!align=center| 55%
 +
| {{C|=11.00}}
 +
| {{C|=5.50}}
 +
| {{C|=3.67}}
 +
| {{C|=2.75}}
 +
| {{C|=2.20}}
 +
| {{C|=1.83}}
 +
| {{C|=1.57}}
 +
| {{C|=1.38}}
 +
| {{C|=1.22}}
 +
| {{C|=1.10}}
 +
| 1.00
 +
| {{S|=1.09}}
 +
| {{S|=1.18}}
 +
| {{S|=1.27}}
 +
| {{S|=1.36}}
 +
| {{S|=1.45}}
 +
| {{S|=1.55}}
 +
| {{S|=1.64}}
 +
| {{S|=1.73}}
 +
|-
 +
!align=center| 60%
 +
| {{C|=12.00}}
 +
| {{C|=6.00}}
 +
| {{C|=4.00}}
 +
| {{C|=3.00}}
 +
| {{C|=2.40}}
 +
| {{C|=2.00}}
 +
| {{C|=1.71}}
 +
| {{C|=1.50}}
 +
| {{C|=1.33}}
 +
| {{C|=1.20}}
 +
| {{C|=1.09}}
 +
| 1.00
 +
| {{S|=1.08}}
 +
| {{S|=1.17}}
 +
| {{S|=1.25}}
 +
| {{S|=1.33}}
 +
| {{S|=1.42}}
 +
| {{S|=1.50}}
 +
| {{S|=1.58}}
 +
|-
 +
!align=center| 65%
 +
| {{C|=13.00}}
 +
| {{C|=6.50}}
 +
| {{C|=4.33}}
 +
| {{C|=3.25}}
 +
| {{C|=2.60}}
 +
| {{C|=2.17}}
 +
| {{C|=1.86}}
 +
| {{C|=1.63}}
 +
| {{C|=1.44}}
 +
| {{C|=1.30}}
 +
| {{C|=1.18}}
 +
| {{C|=1.08}}
 +
| 1.00
 +
| {{S|=1.08}}
 +
| {{S|=1.15}}
 +
| {{S|=1.23}}
 +
| {{S|=1.31}}
 +
| {{S|=1.38}}
 +
| {{S|=1.46}}
 +
|-
 +
!align=center| 70%
 +
| {{C|=14.00}}
 +
| {{C|=7.00}}
 +
| {{C|=4.67}}
 +
| {{C|=3.50}}
 +
| {{C|=2.80}}
 +
| {{C|=2.33}}
 +
| {{C|=2.00}}
 +
| {{C|=1.75}}
 +
| {{C|=1.56}}
 +
| {{C|=1.40}}
 +
| {{C|=1.27}}
 +
| {{C|=1.17}}
 +
| {{C|=1.08}}
 +
| 1.00
 +
| {{S|=1.07}}
 +
| {{S|=1.14}}
 +
| {{S|=1.21}}
 +
| {{S|=1.29}}
 +
| {{S|=1.36}}
 +
|-
 +
!align=center| 75%
 +
| {{C|=15.00}}
 +
| {{C|=7.50}}
 +
| {{C|=5.00}}
 +
| {{C|=3.75}}
 +
| {{C|=3.00}}
 +
| {{C|=2.50}}
 +
| {{C|=2.14}}
 +
| {{C|=1.88}}
 +
| {{C|=1.67}}
 +
| {{C|=1.50}}
 +
| {{C|=1.36}}
 +
| {{C|=1.25}}
 +
| {{C|=1.15}}
 +
| {{C|=1.07}}
 +
| 1.00
 +
| {{S|=1.07}}
 +
| {{S|=1.13}}
 +
| {{S|=1.20}}
 +
| {{S|=1.27}}
 +
|-
 +
!align=center| 80%
 +
| {{C|=16.00}}
 +
| {{C|=8.00}}
 +
| {{C|=5.33}}
 +
| {{C|=4.00}}
 +
| {{C|=3.20}}
 +
| {{C|=2.67}}
 +
| {{C|=2.29}}
 +
| {{C|=2.00}}
 +
| {{C|=1.78}}
 +
| {{C|=1.60}}
 +
| {{C|=1.45}}
 +
| {{C|=1.33}}
 +
| {{C|=1.23}}
 +
| {{C|=1.14}}
 +
| {{C|=1.07}}
 +
| 1.00
 +
| {{S|=1.06}}
 +
| {{S|=1.13}}
 +
| {{S|=1.19}}
 +
|-
 +
!align=center| 85%
 +
| {{C|=17.00}}
 +
| {{C|=8.50}}
 +
| {{C|=5.67}}
 +
| {{C|=4.25}}
 +
| {{C|=3.40}}
 +
| {{C|=2.83}}
 +
| {{C|=2.43}}
 +
| {{C|=2.13}}
 +
| {{C|=1.89}}
 +
| {{C|=1.70}}
 +
| {{C|=1.55}}
 +
| {{C|=1.42}}
 +
| {{C|=1.31}}
 +
| {{C|=1.21}}
 +
| {{C|=1.13}}
 +
| {{C|=1.06}}
 +
| 1.00
 +
| {{S|=1.06}}
 +
| {{S|=1.12}}
 +
|-
 +
!align=center| 90%
 +
| {{C|=18.00}}
 +
| {{C|=9.00}}
 +
| {{C|=6.00}}
 +
| {{C|=4.50}}
 +
| {{C|=3.60}}
 +
| {{C|=3.00}}
 +
| {{C|=2.57}}
 +
| {{C|=2.25}}
 +
| {{C|=2.00}}
 +
| {{C|=1.80}}
 +
| {{C|=1.64}}
 +
| {{C|=1.50}}
 +
| {{C|=1.38}}
 +
| {{C|=1.29}}
 +
| {{C|=1.20}}
 +
| {{C|=1.13}}
 +
| {{C|=1.06}}
 +
| 1.00
 +
| {{S|=1.06}}
 +
|-
 +
!align=center| 95%
 +
| {{C|=19.00}}
 +
| {{C|=9.50}}
 +
| {{C|=6.33}}
 +
| {{C|=4.75}}
 +
| {{C|=3.80}}
 +
| {{C|=3.17}}
 +
| {{C|=2.71}}
 +
| {{C|=2.38}}
 +
| {{C|=2.11}}
 +
| {{C|=1.90}}
 +
| {{C|=1.73}}
 +
| {{C|=1.58}}
 +
| {{C|=1.46}}
 +
| {{C|=1.36}}
 +
| {{C|=1.27}}
 +
| {{C|=1.19}}
 +
| {{C|=1.12}}
 +
| {{C|=1.06}}
 +
| 1.00
 +
|}
 
<br>
 
<br>
The Chance to Hit is eventually capped at 95% and bottoms out at 5%. These caps do not apply if the chance to hit formula is not used or considered.<br>
 
  
===The level component===
+
===Level===
The level component is defined as<br>
+
Player character and [[mercenary]] level is displayed on the character screen and mercenary screen (not accessible in [[Classic]] games) respectively. [[Pet]] level is normally character level at time of summoning, with the following exceptions:
  
2 * Level<sub>attacker</sub> / (Level<sub>attacker</sub> + Level<sub>defender</sub>)<br>
 
  
When the Attacker's level and the Defender's level is the same, the result of the equation is 1. It ends up having minimal effect on the total chance when attacker and defender are close in level.
+
{{Text table}} width=60%
 +
!width=25%| [[Class]]
 +
!width=25%| Pet
 +
!width=50%| Level
 +
|- valign=top
 +
!rowspan=2| [[Amazon]]
 +
! [[Decoy]]
 +
| min( [clvl * 3/4] + slvl , clvl)
 +
|-
 +
! [[Valkyrie]]
 +
| min( [clvl * 3/4] + slvl , clvl)
 +
|-
 +
! [[Assassin]]
 +
! [[Blade Sentinel]]
 +
| min(slvl + (0.75*clvl) , clvl) [https://www.theamazonbasin.com/forums/index.php?/forums/topic/118140-the-blademaster/&do=findComment&comment=1505475]
 +
|- valign=top
 +
!rowspan=4| [[Druid (Diablo II)|Druid]]
 +
! [[Raven]]
 +
| slvl + clvl - 2
 +
|-
 +
! [[Poison Creeper]]
 +
| [clvl * 3/4] + slvl [https://www.theamazonbasin.com/forums/index.php?/forums/topic/120448-druid-vines-and-barbarian-warcries/&do=findComment&comment=1491597]
 +
|-
 +
! [[Carrion Vine]]
 +
| [clvl * 3/4] + slvl [https://www.theamazonbasin.com/forums/index.php?/forums/topic/120448-druid-vines-and-barbarian-warcries/&do=findComment&comment=1491597]
 +
|-
 +
! [[Solar Creeper]]
 +
| [clvl * 3/4] + slvl [https://www.theamazonbasin.com/forums/index.php?/forums/topic/120448-druid-vines-and-barbarian-warcries/&do=findComment&comment=1491597]
 +
|- valign=top
 +
!rowspan=2| [[Necromancer]]
 +
! [[Bone Wall]]
 +
| mlvl
 +
|-
 +
! [[Bone Prison]]
 +
| mlvl
 +
|}
 +
 
 +
 
 +
[[Mind Blast|Mind blasted]], [[Conversion|converted]] or [[revive]]d monster level is clvl when clvl < mlvl, otherwise it remains mlvl.
 +
 
 +
 
 +
[[Monster]] levels in Normal are determined by the values listed in the MonStats.txt file for each particular monster type, but they are determined by the [[area]] level in which they spawn in Nightmare and Hell (unless they are [[boss]]es, in which case their inherent level is still used). Some monster bonuses increase their level:
 +
 
 +
 
 +
{{Number table}} width=30%
 +
|- align=center
 +
!width=50% align=left| Monster
 +
!width=50%| Mlvl
 +
|-
 +
!align=left| [[Champion|{{M|=Champion}}]]
 +
| +2
 +
|-
 +
!align=left| [[Fanatic|{{M|=Fanatic}}]]
 +
| +2
 +
|-
 +
!align=left| [[Ghostly|{{M|=Ghostly}}]]
 +
| +2
 +
|-
 +
!align=left| [[Possessed|{{M|=Possessed}}]]
 +
| +2
 +
|-
 +
!align=left| [[Berserker|{{M|=Berserker}}]]
 +
| +3
 +
|-
 +
!align=left| [[Unique (monster)|{{U|=Unique}}]]
 +
| +3
 +
|-
 +
!align=left| [[Super Unique|{{U|=Super Unique}}]]
 +
| +3
 +
|-
 +
!align=left| Minion
 +
| +3
 +
|}
 +
 
 +
 
 +
If a boss receives random Unique bonuses in Nightmare and Hell, the Unique level +3 bonus also applies in all [[difficulty]] levels (so this bonus applies to [[Griswold|{{Ub|=Griswold}}]], [[Radament|{{Ub|=Radament}}]] and [[Nihlathak (boss)|{{Ub|=Nihlathak}}]]). [https://www.theamazonbasin.com/forums/index.php?/forums/topic/118104-monster-bonuses-death-damage-and-corpse-explosion/&do=findComment&comment=1495521] [https://www.theamazonbasin.com/forums/index.php?/forums/topic/118104-monster-bonuses-death-damage-and-corpse-explosion/&do=findComment&comment=1520493]
 +
 
 +
 
 +
{{Warn|=Chance to hit displayed by character screen when cursor is over any [[Attack Rating]] or [[Defense]] field always uses MonStats levels in Nightmare and Hell (which can also affect Attack Rating and Defense values selected from the [[MonLvl]].txt file), and it does '''not''' apply any level bonuses (which can affect AR values selected from MonLvl).}} [https://www.diabloii.net/forums/threads/lcs-attack-rating-and-chance-to-hit-formulas.837129/#post-8387692]
 +
 
 +
 
 +
Level difference has a significant impact on chance to hit at low character levels, but it becomes much less significant as character level increases.
 +
 
 +
* For example, [[Corpsefire|{{Ub|=Corpsefire}}]] is level 4 in Normal and he has 26 Attack Rating and 5 Defense: a level 1 Amazon with 95 AR and 10 Defense has just 38% chance to hit him, while he has 95% chance to hit her; however, the same Amazon at level 4 now has 95% chance to hit him, and he only has ~72% chance to hit her.
 +
 
 +
* In a Hell [[Expansion]] game he is level 70: if a level 67 Amazon has 75% chance to hit him, and he has 25% chance to hit her, then the same Amazon at level 70 has ~77% chance to hit him, and he has ~24% chance to hit her. A difference of three levels now has a much less significant impact.
 +
<br>
 +
 
 +
===Attack Rating===
 +
[[File:Attack.png|center|thumb|600px|Player character's [[Attack Rating]] is displayed to the right of [[Dexterity]] on the character screen: top field displays that for any attack assigned to the left mouse button, while bottom field displays that for any attack assigned to the right mouse button. When [[two weapons]] are equipped and both are used to attack, AR for both is displayed with that of the primary weapon on top. [[Attack#Chance to hit|Chance to hit]] last target (or a [[Fallen#Fallen|Fallen]] at start of first game) for primary weapon is displayed when cursor is over AR field.]]
 +
 
 +
 
 +
{{Warn|=Attack Rating values are not displayed for [[Blade Sentinel]], [[Blade Fury]] and [[Blade Shield]], despite the fact that these require a hit check. They are also not displayed for [[Charged Strike]] and [[Lightning Strike]].}} However, while the latter two require a hit check to apply [[javelin]] or [[spear]] damage, they are two of a number of skills that trigger events on attack or upon [[missile]] collision, regardless of whether or not the attack's hit check is successful:
 +
 
 +
* [[Exploding Arrow]]
 +
* [[Immolation Arrow]]
 +
* [[Freezing Arrow]]
 +
* [[Poison Javelin]]
 +
* [[Plague Javelin]]
 +
* [[Lightning Fury]]
 +
* [[Conversion]]
 +
 
 +
Otherwise, Attack Rating of player character, [[mercenary]], [[pet]] or [[monster]] is calculated by applying the following [[:Category:Modifiers|modifiers]] in order:
 +
 
 +
# [[Attack Rating]]<br>Attack Rating (Based on Character Level)<br>[[Attack Rating Against Demons]] (when applicable)<br>[[Attack Rating Against Undead]] (when applicable)
 +
# % [[Attack Rating]]
 +
 
 +
{{Warn|=Due to bugs, Attack Rating and chance to hit displayed by character screen sometimes take into account modifiers which do '''not''' actually apply, while sometimes they don't take into account modifiers that '''do''' apply: see pages for each modifier for more details. Chance to hit displayed by character screen also does not take into account '''any''' modifiers of monster [[defense]].}}
 +
<br>
 +
<br>
 +
 
 +
===Defense===
 +
[[File:Defense.png|center|thumb|600px|Player character's [[defense]] is displayed to the right of [[Dexterity]] on the character screen. [[Attack#Chance to hit|Chance to hit]] of last target (or a [[Fallen#Fallen|Fallen]] at start of first game) is displayed when cursor is over Defense field.]]
  
===The AR-DR component===
 
The AR-DR component is defined as<br>
 
  
Attack<sub>attacker</sub> / (Attack<sub>attacker</sub> + Defense<sub>defender</sub>)<br>
+
Defense is calculated by applying the following in order:
  
When the Attack rating of the attacker matches the Defense of the defender, the result of this component is .5 (50%).
+
# [[Item type#Armor|Armor]]
 +
# [[Ethereal]] bonus
 +
# [[Enhanced Defense]]
 +
# [[Defense]]
 +
# - [[Monster Defense per hit]]
 +
# [[Stone Skin]] [[Unique (monster)|Unique]] bonus
 +
# [[Inner Sight]]
 +
# [[% Defense]]
 +
# [[Berserk]] penalty
 +
# [[Defense vs Melee]]<br>[[Defense vs Missile]]
 +
# -% [[Target Defense]]
 +
# [[Ignore Target's Defense]] [http://www.mannm.org/d2library/faqtoids/cth_eng.html#dr] [https://www.theamazonbasin.com/forums/index.php?/forums/topic/118463-stone-skin-unique-modifier/]
  
 +
{{Warn|=Defense and monster chance to hit displayed by character screen sometimes do not take into account all applicable [[:Category:Modifiers|modifiers]]: see pages for each modifier for more details. Monster chance to hit displayed by character screen does not take into account '''any''' modifiers of monster [[Attack Rating]].}}
 +
<br>
 +
<br>
 
===Estimation===
 
===Estimation===
The main difference between the two components is that the level component is multiplied by two. As a result, the same estimation procedure can be used for both components without much modification needed.<br>
+
The main difference between the two components of the [[Attack#Chance to hit|chance to hit]] calculation is that the [[Attack#Level|level]] component is multiplied by two. As a result, the same estimation procedure can be used for both components without much modification needed:
  
For the level component, take the ratio between Attacker level and defender level and find a similar ratio in the table.<br>
+
# For the level component, take the ratio between attacker level and defender level and find a similar ratio in the table.
 +
# For the ratings component, take the ratio between [[Attack#Attack Rating|Attack Rating]] and [[Attack#Defense|Defense]] rating and find a similar ratio in the table.
 +
# Multiply them together and double the result.
  
For the AR-DR component, take the ratio between Attack rating and Defense rating and find a similar ratio in the table.<br>
 
  
Multiply them together and double the result.
+
{|cellpadding=0 cellspacing=0 width=100%
{| border="1"
+
|width=30%|
!Multiplier for<br> Player attacking Another Player
+
{{Number table}} width=100%
!Player amount
+
|- valign=top align=center
!Another Player amount
+
!width=33% rowspan=2| 1 Attacking 2
!Multiplier for<br> Another Player attacking Player
+
!colspan=2| Ratio
 +
!width=33% rowspan=2| 2 Attacking 1
 +
|- align=center
 +
!width=17%| 1
 +
!width=17%| 2
 
|-
 
|-
 
| 0.98 || 64 || 1 || 0.02
 
| 0.98 || 64 || 1 || 0.02
Line 53: Line 698:
 
|-
 
|-
 
| 0.83 || 5 || 1 || 0.17
 
| 0.83 || 5 || 1 || 0.17
 +
|}
 +
|width=5%|
 +
|width=30%|
 +
{{Number table}} width=100%
 +
|- valign=top align=center
 +
!width=33% rowspan=2| 1 Attacking 2
 +
!colspan=2| Ratio
 +
!width=33% rowspan=2| 2 Attacking 1
 +
|- align=center
 +
!width=17%| 1
 +
!width=17%| 2
 
|-
 
|-
 
| 0.8 || 4 || 1 || 0.2
 
| 0.8 || 4 || 1 || 0.2
Line 71: Line 727:
 
|-
 
|-
 
| 0.64 || 7 || 4 || 0.36
 
| 0.64 || 7 || 4 || 0.36
 +
|}
 +
|width=5%|
 +
|width=30%|
 +
{{Number table}} width=100%
 +
|- valign=top align=center
 +
!width=33% rowspan=2| 1 Attacking 2
 +
!colspan=2| Ratio
 +
!width=33% rowspan=2| 2 Attacking 1
 +
|- align=center
 +
!width=17%| 1
 +
!width=17%| 2
 
|-
 
|-
 
| 0.62 || 13 || 8 || 0.38
 
| 0.62 || 13 || 8 || 0.38
Line 90: Line 757:
 
| 0.5 || 1 || 1 || 0.5
 
| 0.5 || 1 || 1 || 0.5
 
|}
 
|}
 +
|}
 +
  
Example:
+
For example, to find player A's chance to hit player B when player A is level 64 with 3,000 AR, while player B is level 66 with 2,000 Defense:
  
Let's say player A is level 64 and has 3000 AR. Player B is level 66 and has 2000 defense. Find the chance of player A hitting player B.
 
  
{| border="1"
+
{{Number table}} width=30%
!Multiplier for<br> Player attacking Another Player
+
|- valign=top align=center
!Player amount
+
!width=33% rowspan=2| 1 Attacking 2
!Another Player amount
+
!colspan=2| Ratio
!Multiplier for<br> Another Player attacking Player
+
!width=33% rowspan=2| 2 Attacking 1
 +
|- align=center
 +
!width=17%| 1
 +
!width=17%| 2
 
|-
 
|-
 
| 0.6 || 3 || 2 || 0.4
 
| 0.6 || 3 || 2 || 0.4
Line 106: Line 777:
 
|}
 
|}
  
Level ratio is 32:33 and thus, we read .49 from the table. AR ratio is 3:2 and thus we read .6 for that. Multiply them all to get .49 * .6 * 2 = 0.588 or 58%.
+
 
 +
# Level ratio is 64:66 or 32:33 (/2), so read 0.49 from the table.
 +
# Ratings ratio is 3:2, so read 0.6 from the table.
 +
# Chance to hit ~ 100 * 2 * 0.49 * 0.6 ~ 58.8%
 +
<br>
 +
 
 +
==Reference==
 +
* [http://classic.battle.net/diablo2exp/basics/characters.shtml Character Information] (Arreat Summit)
 +
* [https://www.theamazonbasin.com/forums/index.php?/forums/topic/120448-druid-vines-and-barbarian-warcries/ Druid Vines and Barbarian Warcries] (D2 Druid)
 +
* [https://www.diabloii.net/forums/threads/lcs-attack-rating-and-chance-to-hit-formulas.837129/ LCS attack rating and chance to hit formulas] (Diabloii.Net)
 +
* Librarian, [http://www.mannm.org/d2library/faqtoids/cth_eng.html Come and Get it: Attack and Defense Ratings] (FAQtoids)
 +
* Onderduiker, [https://www.theamazonbasin.com/forums/index.php?/forums/topic/118104-monster-bonuses-death-damage-and-corpse-explosion/ Monster Bonuses, Death Damage and Corpse Explosion] (D2 Technical)
 +
* Onderduiker, [https://www.theamazonbasin.com/forums/index.php?/forums/topic/118463-stone-skin-unique-modifier/ Stone Skin Unique Modifier] (D2 Technical)

Latest revision as of 13:29, 24 April 2021