Broken_L_button
May 4, 2010, 06:19 PM
Well, once again, more spam from B_L_B. After so much time after its release, one has yet to provide a plausible formula to calculate the chance of hitting (or missing) an enemy. Well...I've done a bit of brainstorming, and here's what I've come up with:
*IMPORTANT!! WHAT FOLLOWS BELOW IS JUST PURE CONJECTURE!! NONE OF IT IS PROVEN! YOU HAVE BEEN WARNED!!*
So, since hitting or missing is a "chance", I'd say the main part of the whole formula would be a ratio. Thus, at the formula's core, we have:
(Character ATA/Enemy EVP)*100 = Chance of hitting (in %)
So, if your ATA is higher than the enemy EVP, logically, you won't miss. Also, this kind of formula explains why you still end up hitting high EVP enemies even if your ATA is abysmal (like when a FOney manages to hit an Usanimere with a slicer after missing countless times). But, I'm sure you guys are thinking this:
"Lolwut? A simple fraction? What about the fact that hard attacks miss a lot?!"
Well, I'm getting there.
We all know that hard attacks get, if memory serves, ther power multiplied by 1.4, but have lowered ATA (totally logical; giving the same accuracy to normal and hard attacks would make normal ones useless). Thus, while calculating the chance of hitting the enemy, if a hard attack is used, a certain multiplier is used. Since the increase in power is 40%, logic would suggest an ATA reduction ranging from 30-40%. So, for hard attacks, the ATA/EVP formula becomes:
((Character ATA/Enemy EVP)*100)*(1-0.4<-Possible Hard attack ATA reduction) = Chance of hitting (in %)
And now, you're thinking:
"Eh, whatevar. What about PAs?"
And I'm getting to that too.
Since PAs have their own ATA modifiers (shown in the weapon's information screen), logically, they are applied directly to the formula as such:
((Character ATA/Enemy EVP)*100)*(PA ATA modifier/100) = Chance of hitting (in %)
Now you're thinking:
"Wow, you have time to waste, man. Anyways, what about the fact that the third hit in a combo is more accurate?"
And I'm getting to that as well.
In PSZ, to make hard attacks easier to connect, it was common to use NNH as the basic attack combo, since NNN lacked power. My guess it that the final hit, even as a hard attack, has the ATA of a normal hit, thus, in the case of a third hit in a combo, we have:
((Character ATA/Enemy EVP)*100)*(1+0.4 <-third attack ATA modifier) = Chance of hitting (in %)
And, if you put all that in at once to make a general ATA/EVP formula, you get:
-Normal attack: ((Character ATA/Enemy EVP)*100)*(1+Third attack ATA modifier<-if it can be applied)= Chance of hitting (in %)
-PA: ((Character ATA/Enemy EVP)*100)*(PA ATA modifier<-as shown in the weapon info- /100) = Chance of hitting (in %)
-Hard attack: ((Character ATA/Enemy EVP)*100)*(1 - Hard attack ATA reduction + Third attack ATA modifier<-if it can be applied)= Chance of hitting (in %)
Well, that's all folks. You may comment if you want to. And, yes, I have lots of time on my hands lately.
*IMPORTANT!! WHAT FOLLOWS BELOW IS JUST PURE CONJECTURE!! NONE OF IT IS PROVEN! YOU HAVE BEEN WARNED!!*
So, since hitting or missing is a "chance", I'd say the main part of the whole formula would be a ratio. Thus, at the formula's core, we have:
(Character ATA/Enemy EVP)*100 = Chance of hitting (in %)
So, if your ATA is higher than the enemy EVP, logically, you won't miss. Also, this kind of formula explains why you still end up hitting high EVP enemies even if your ATA is abysmal (like when a FOney manages to hit an Usanimere with a slicer after missing countless times). But, I'm sure you guys are thinking this:
"Lolwut? A simple fraction? What about the fact that hard attacks miss a lot?!"
Well, I'm getting there.
We all know that hard attacks get, if memory serves, ther power multiplied by 1.4, but have lowered ATA (totally logical; giving the same accuracy to normal and hard attacks would make normal ones useless). Thus, while calculating the chance of hitting the enemy, if a hard attack is used, a certain multiplier is used. Since the increase in power is 40%, logic would suggest an ATA reduction ranging from 30-40%. So, for hard attacks, the ATA/EVP formula becomes:
((Character ATA/Enemy EVP)*100)*(1-0.4<-Possible Hard attack ATA reduction) = Chance of hitting (in %)
And now, you're thinking:
"Eh, whatevar. What about PAs?"
And I'm getting to that too.
Since PAs have their own ATA modifiers (shown in the weapon's information screen), logically, they are applied directly to the formula as such:
((Character ATA/Enemy EVP)*100)*(PA ATA modifier/100) = Chance of hitting (in %)
Now you're thinking:
"Wow, you have time to waste, man. Anyways, what about the fact that the third hit in a combo is more accurate?"
And I'm getting to that as well.
In PSZ, to make hard attacks easier to connect, it was common to use NNH as the basic attack combo, since NNN lacked power. My guess it that the final hit, even as a hard attack, has the ATA of a normal hit, thus, in the case of a third hit in a combo, we have:
((Character ATA/Enemy EVP)*100)*(1+0.4 <-third attack ATA modifier) = Chance of hitting (in %)
And, if you put all that in at once to make a general ATA/EVP formula, you get:
-Normal attack: ((Character ATA/Enemy EVP)*100)*(1+Third attack ATA modifier<-if it can be applied)= Chance of hitting (in %)
-PA: ((Character ATA/Enemy EVP)*100)*(PA ATA modifier<-as shown in the weapon info- /100) = Chance of hitting (in %)
-Hard attack: ((Character ATA/Enemy EVP)*100)*(1 - Hard attack ATA reduction + Third attack ATA modifier<-if it can be applied)= Chance of hitting (in %)
Well, that's all folks. You may comment if you want to. And, yes, I have lots of time on my hands lately.