|
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:
|
Sorceress has no attack skills of her own, other than the common Attack and Throw.
Chance to hit
The following attack skills do not require a hit check, and always hit:
Otherwise, an attack skill normally requires a successful hit check to apply its weapon damage and other 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):
- % Chance to hit = 100 * 2 * (alvl / (alvl+dlvl) ) * (AR / (AR+DR) )
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:
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.
- 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%).
- 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:
Chance to hit
|
Initial
|
Final
|
5%
|
10%
|
15%
|
20%
|
25%
|
30%
|
35%
|
40%
|
45%
|
50%
|
55%
|
60%
|
65%
|
70%
|
75%
|
80%
|
85%
|
90%
|
95%
|
5%
|
1.00
|
2.00
|
3.00
|
4.00
|
5.00
|
6.00
|
7.00
|
8.00
|
9.00
|
10.00
|
11.00
|
12.00
|
13.00
|
14.00
|
15.00
|
16.00
|
17.00
|
18.00
|
19.00
|
10%
|
2.00
|
1.00
|
1.50
|
2.00
|
2.50
|
3.00
|
3.50
|
4.00
|
4.50
|
5.00
|
5.50
|
6.00
|
6.50
|
7.00
|
7.50
|
8.00
|
8.50
|
9.00
|
9.50
|
15%
|
3.00
|
1.50
|
1.00
|
1.33
|
1.67
|
2.00
|
2.33
|
2.67
|
3.00
|
3.33
|
3.67
|
4.00
|
4.33
|
4.67
|
5.00
|
5.33
|
5.67
|
6.00
|
6.33
|
20%
|
4.00
|
2.00
|
1.33
|
1.00
|
1.25
|
1.50
|
1.75
|
2.00
|
2.25
|
2.50
|
2.75
|
3.00
|
3.25
|
3.50
|
3.75
|
4.00
|
4.25
|
4.50
|
4.75
|
25%
|
5.00
|
2.50
|
1.67
|
1.25
|
1.00
|
1.20
|
1.40
|
1.60
|
1.80
|
2.00
|
2.20
|
2.40
|
2.60
|
2.80
|
3.00
|
3.20
|
3.40
|
3.60
|
3.80
|
30%
|
6.00
|
3.00
|
2.00
|
1.50
|
1.20
|
1.00
|
1.17
|
1.33
|
1.50
|
1.67
|
1.83
|
2.00
|
2.17
|
2.33
|
2.50
|
2.67
|
2.83
|
3.00
|
3.17
|
35%
|
7.00
|
3.50
|
2.33
|
1.75
|
1.40
|
1.17
|
1.00
|
1.14
|
1.29
|
1.43
|
1.57
|
1.71
|
1.86
|
2.00
|
2.14
|
2.29
|
2.43
|
2.57
|
2.71
|
40%
|
8.00
|
4.00
|
2.67
|
2.00
|
1.60
|
1.33
|
1.14
|
1.00
|
1.13
|
1.25
|
1.38
|
1.50
|
1.63
|
1.75
|
1.88
|
2.00
|
2.13
|
2.25
|
2.38
|
45%
|
9.00
|
4.50
|
3.00
|
2.25
|
1.80
|
1.50
|
1.29
|
1.13
|
1.00
|
1.11
|
1.22
|
1.33
|
1.44
|
1.56
|
1.67
|
1.78
|
1.89
|
2.00
|
2.11
|
50%
|
10.00
|
5.00
|
3.33
|
2.50
|
2.00
|
1.67
|
1.43
|
1.25
|
1.11
|
1.00
|
1.10
|
1.20
|
1.30
|
1.40
|
1.50
|
1.60
|
1.70
|
1.80
|
1.90
|
55%
|
11.00
|
5.50
|
3.67
|
2.75
|
2.20
|
1.83
|
1.57
|
1.38
|
1.22
|
1.10
|
1.00
|
1.09
|
1.18
|
1.27
|
1.36
|
1.45
|
1.55
|
1.64
|
1.73
|
60%
|
12.00
|
6.00
|
4.00
|
3.00
|
2.40
|
2.00
|
1.71
|
1.50
|
1.33
|
1.20
|
1.09
|
1.00
|
1.08
|
1.17
|
1.25
|
1.33
|
1.42
|
1.50
|
1.58
|
65%
|
13.00
|
6.50
|
4.33
|
3.25
|
2.60
|
2.17
|
1.86
|
1.63
|
1.44
|
1.30
|
1.18
|
1.08
|
1.00
|
1.08
|
1.15
|
1.23
|
1.31
|
1.38
|
1.46
|
70%
|
14.00
|
7.00
|
4.67
|
3.50
|
2.80
|
2.33
|
2.00
|
1.75
|
1.56
|
1.40
|
1.27
|
1.17
|
1.08
|
1.00
|
1.07
|
1.14
|
1.21
|
1.29
|
1.36
|
75%
|
15.00
|
7.50
|
5.00
|
3.75
|
3.00
|
2.50
|
2.14
|
1.88
|
1.67
|
1.50
|
1.36
|
1.25
|
1.15
|
1.07
|
1.00
|
1.07
|
1.13
|
1.20
|
1.27
|
80%
|
16.00
|
8.00
|
5.33
|
4.00
|
3.20
|
2.67
|
2.29
|
2.00
|
1.78
|
1.60
|
1.45
|
1.33
|
1.23
|
1.14
|
1.07
|
1.00
|
1.06
|
1.13
|
1.19
|
85%
|
17.00
|
8.50
|
5.67
|
4.25
|
3.40
|
2.83
|
2.43
|
2.13
|
1.89
|
1.70
|
1.55
|
1.42
|
1.31
|
1.21
|
1.13
|
1.06
|
1.00
|
1.06
|
1.12
|
90%
|
18.00
|
9.00
|
6.00
|
4.50
|
3.60
|
3.00
|
2.57
|
2.25
|
2.00
|
1.80
|
1.64
|
1.50
|
1.38
|
1.29
|
1.20
|
1.13
|
1.06
|
1.00
|
1.06
|
95%
|
19.00
|
9.50
|
6.33
|
4.75
|
3.80
|
3.17
|
2.71
|
2.38
|
2.11
|
1.90
|
1.73
|
1.58
|
1.46
|
1.36
|
1.27
|
1.19
|
1.12
|
1.06
|
1.00
|
Level
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:
Mind blasted, converted or revived 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 bosses, in which case their inherent level is still used). Some monster bonuses increase their level:
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, Radament and Nihlathak). [5] [6]
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). [7]
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 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.
Attack Rating
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. Chance to hit last target (or a Fallen at start of first game) for primary weapon is displayed when cursor is over AR field.
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:
Otherwise, Attack Rating of player character, mercenary, pet or monster is calculated by applying the following modifiers in order:
- Attack Rating
Attack Rating (Based on Character Level) Attack Rating Against Demons (when applicable) Attack Rating Against Undead (when applicable)
- % Attack Rating
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.
Defense
Player character's defense is displayed to the right of Dexterity on the character screen. Chance to hit of last target (or a Fallen at start of first game) is displayed when cursor is over Defense field.
Defense is calculated by applying the following in order:
- Armor
- Ethereal bonus
- Enhanced Defense
- Defense
- - Monster Defense per hit
- Stone Skin Unique bonus
- Inner Sight
- % Defense
- Berserk penalty
- Defense vs Melee
Defense vs Missile
- -% Target Defense
- Ignore Target's Defense [8] [9]
Defense and monster chance to hit displayed by character screen sometimes do not take into account all applicable 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.
Estimation
The main difference between the two components of the chance to hit calculation 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:
- 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 Rating and Defense rating and find a similar ratio in the table.
- Multiply them together and double the result.
1 Attacking 2
|
Ratio
|
2 Attacking 1
|
1
|
2
|
0.98 |
64 |
1 |
0.02
|
0.97 |
32 |
1 |
0.03
|
0.94 |
16 |
1 |
0.06
|
0.92 |
12 |
1 |
0.08
|
0.91 |
10 |
1 |
0.09
|
0.89 |
8 |
1 |
0.11
|
0.88 |
7 |
1 |
0.13
|
0.86 |
6 |
1 |
0.14
|
0.83 |
5 |
1 |
0.17
|
|
|
1 Attacking 2
|
Ratio
|
2 Attacking 1
|
1
|
2
|
0.8 |
4 |
1 |
0.2
|
0.78 |
7 |
2 |
0.22
|
0.75 |
3 |
1 |
0.25
|
0.73 |
11 |
4 |
0.27
|
0.71 |
5 |
2 |
0.29
|
0.69 |
9 |
4 |
0.31
|
0.67 |
2 |
1 |
0.33
|
0.65 |
15 |
8 |
0.35
|
0.64 |
7 |
4 |
0.36
|
|
|
1 Attacking 2
|
Ratio
|
2 Attacking 1
|
1
|
2
|
0.62 |
13 |
8 |
0.38
|
0.6 |
3 |
2 |
0.4
|
0.58 |
11 |
8 |
0.42
|
0.56 |
5 |
4 |
0.44
|
0.53 |
9 |
8 |
0.47
|
0.52 |
17 |
16 |
0.48
|
0.51 |
33 |
32 |
0.49
|
0.5 |
65 |
64 |
0.5
|
0.5 |
1 |
1 |
0.5
|
|
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:
1 Attacking 2
|
Ratio
|
2 Attacking 1
|
1
|
2
|
0.6 |
3 |
2 |
0.4
|
0.51 |
33 |
32 |
0.49
|
- 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%
Reference
|