Difference between revisions of "Hit chance"

From Cassette Beasts
(Created page with some basic details of the general formula)
 
(Added more information on accuracy and evasion as well as the statuses that effect them)
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== General Formulas ==
 
== General Formulas ==
{{IncompleteSection}}
 
 
<!-- Relevant code in global/BattleFormulas.gd and battle/fighter/StatusNode.gd -->
 
<!-- Relevant code in global/BattleFormulas.gd and battle/fighter/StatusNode.gd -->
  
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\frac{MoveAccuracy \times AttackerAccuracy}{100 \times DefenderEvasion}, & : \text{otherwise}
 
\frac{MoveAccuracy \times AttackerAccuracy}{100 \times DefenderEvasion}, & : \text{otherwise}
 
\end{cases}</math>
 
\end{cases}</math>
 
<math>AttackerAccuracy = \frac{FormAccuracy \times CharacterAccuracy}{100} \times MovesAccuracyMultiplier \times AccuracyStageMultiplier + MovesAccuracyOffsets</math>
 
  
 
If the attacker has the [[Locked On]] status, then the hit chance will be guaranteed to be 100%.
 
If the attacker has the [[Locked On]] status, then the hit chance will be guaranteed to be 100%.
  
 
If the defender has the [[Cottoned On]] status, then the hit chance will be guaranteed to be 0%.
 
If the defender has the [[Cottoned On]] status, then the hit chance will be guaranteed to be 0%.
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 +
=== Accuracy and Evasion ===
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{{IncompleteSection}}
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<math>\begin{matrix}
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AttackerAccuracy = & \left( \frac{FormAccuracy \times CharacterAccuracy}{100} \times MovesAccuracyMultiplier \times AccuracyStageMultiplier \times StatusesAccuracyMultiplier \right) \\
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  & + StatusesAccuracyOffsets \\
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\end{matrix}</math>
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 +
<!-- global/BattleFormulas.gd:get_stat_stage_multiplier -->
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<math>AccuracyStageMultiplier = \begin{cases}
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\frac{4 + AccuracyStage}{4}, & : \text{If AccuracyStage greater than or equal to 0} \\
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\frac{4}{4 - AccuracyStage}, & : \text{otherwise}
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\end{cases}</math>
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 +
The formulas for defender evasion are the same as for attacker accuracy, but are based on the defender and evasion.
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{| class="wikitable"
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|-
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! Stage
 +
! Multiplier
 +
|-
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| 6
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| +150 %
 +
|-
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| 4
 +
| +100 %
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|-
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| 2
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| +50 %
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|-
 +
| 0
 +
| +0 %
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|-
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| -2
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| -33.3 %
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|-
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| -4
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| -66.7 %
 +
|}
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 +
==== Accuracy Statuses ====
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{| class="wikitable"
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|-
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! Icon
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! Name
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! Stages
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|-
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| [[File:Status Accuracy Up.png|42x42px]]
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| [[Accuracy Up]]
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| align="center" | +2
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|-
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| [[File:Status Accuracy Down.png|42x42px]]
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| [[Accuracy Down]]
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| align="center" | -2
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|-
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| [[File:Status Gambit.png|42x42px]]
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| [[Gambit (status effect)|Gambit]]
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| align="center" | +4
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|}
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 +
==== Evasion Statuses ====
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{| class="wikitable"
 +
|-
 +
! Icon
 +
! Name
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! Stages
 +
|-
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| [[File:Status Evasion Up.png|42x42px]]
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| [[Evasion Up]]
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| align="center" | +4
 +
|-
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| [[File:Status Evasion Down.png|42x42px]]
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| [[Evasion Down]]
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| align="center" | -4
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|-
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| [[File:Status Evasion Nullified.png|42x42px]]
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| [[Evasion Nullified]]
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| align="center" | {{tt|*|Multiplies the defender evasion by 1%, accounted for in StatusesEvasionMultiplier}}
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|}
  
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]

Revision as of 03:48, 10 August 2023

Accuracy determines the chance that a move will hit.

General Formulas

If the attacker has the Locked On status, then the hit chance will be guaranteed to be 100%.

If the defender has the Cottoned On status, then the hit chance will be guaranteed to be 0%.

Accuracy and Evasion

This section is incomplete. Feel free to add the missing information by editing it.

The formulas for defender evasion are the same as for attacker accuracy, but are based on the defender and evasion.

Stage Multiplier
6 +150 %
4 +100 %
2 +50 %
0 +0 %
-2 -33.3 %
-4 -66.7 %

Accuracy Statuses

Icon Name Stages
Status Accuracy Up.png Accuracy Up +2
Status Accuracy Down.png Accuracy Down -2
Status Gambit.png Gambit +4

Evasion Statuses

Icon Name Stages
Status Evasion Up.png Evasion Up +4
Status Evasion Down.png Evasion Down -4
Status Evasion Nullified.png Evasion Nullified *