Defense
Patch 1.1 introduced a new and improved
accuracy versus defense system.
Accuracy is compared to a targets defense to determine both the chance of hitting and damage in a Weapons min-max range used. Also included is a visual indicator of a players chance to hit a target.
Defense Calculation
*Image made for 1.1, exact numbers subject to change.
Character Defense Formula
Character Defense = General Ranged or Melee Defense + Weapon Specific Defense + (.25 * Ranged or Melee General + .33 * Defense General) + Ent and Food buffs
Note: If this value exceeds 350, diminishing returns apply by the formula:
Character Defense (with Diminishing Returns) = (1050 * Character Defense)/(700 + Character Defense)
Combat Modifiers Formula
Combat Modifiers = (Positioning Defense Modifier * Weapon Type Coefficient) + State Debuffs + Ability Buffs
See
Positioning Modifiers,
Debuffs, and
Profession Abilities for various information on these numbers.
Total Defense Formula
Total Defense = Character Defense (with Diminishing Returns) + Combat Modifiers
Accuracy v. Defense Roll
Hit Chance = (dTotal Accuracy > dTotal Defense)% + 10%
Where dTotalAccuracy, is a dice with Total Accuracy # of sides, and dTotal Defense is a dice with Total Defense # of sides.
For example: A player with 470 Total Accuracy from the above formulas attacks a target with 320 Total Defense. This gives a hit chance of approximately 66%. As of 1.2.1, a flat 10% is added to this to get ~76% hit chance.
Damage Range
Glancing Blow
If an attack has a hit chance >=80%, and a miss is rolled, a glancing blow occurs instead. A glancing blow applies all on hit effects fully, but has greatly reduced damage of the hit itself.