Difference between revisions of "Hit chance"

From Cassette Beasts
(Added Mechanics template)
m (Change some frac to dfrac and use text for variables to improve readability)
Line 4: Line 4:
 
<!-- Relevant code in global/BattleFormulas.gd and battle/fighter/StatusNode.gd -->
 
<!-- Relevant code in global/BattleFormulas.gd and battle/fighter/StatusNode.gd -->
  
<math>HitChance = \begin{cases}
+
<math>\text{HitChance} = \begin{cases}
\frac{MoveAccuracy + AttackerAccuracy - 100}{DefenderEvasion}, & : \text{If AttackerAccuracy greater than 100} \\
+
\dfrac{\text{MoveAccuracy} + \text{AttackerAccuracy} - 100}{\text{DefenderEvasion}}, & : \text{If AttackerAccuracy greater than 100} \\
\frac{MoveAccuracy \times AttackerAccuracy}{100 \times DefenderEvasion}, & : \text{otherwise}
+
\dfrac{\text{MoveAccuracy} \times \text{AttackerAccuracy}}{100 \times \text{DefenderEvasion}}, & : \text{otherwise}
 
\end{cases}</math>
 
\end{cases}</math>
  
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{{IncompleteSection}}
 
{{IncompleteSection}}
 
<math>\begin{matrix}
 
<math>\begin{matrix}
AttackerAccuracy = & \left( \frac{FormAccuracy \times CharacterAccuracy}{100} \times MovesAccuracyMultiplier \times AccuracyStageMultiplier \times StatusesAccuracyMultiplier \right) \\
+
\text{AttackerAccuracy} = & \left( \frac{\text{FormAccuracy} \times \text{CharacterAccuracy}}{100} \times \text{MovesAccuracyMultiplier} \times \text{AccuracyStageMultiplier} \times \text{StatusesAccuracyMultiplier} \right) \\
   & + StatusesAccuracyOffsets \\
+
   & + \text{StatusesAccuracyOffsets} \\
 
\end{matrix}</math>
 
\end{matrix}</math>
  
 
<!-- global/BattleFormulas.gd:get_stat_stage_multiplier -->
 
<!-- global/BattleFormulas.gd:get_stat_stage_multiplier -->
<math>AccuracyStageMultiplier = \begin{cases}
+
<math>\text{AccuracyStageMultiplier} = \begin{cases}
\frac{4 + AccuracyStage}{4}, & : \text{If AccuracyStage greater than or equal to 0} \\
+
\dfrac{4 + \text{AccuracyStage}}{4}, & : \text{If AccuracyStage greater than or equal to 0} \\
\frac{4}{4 - AccuracyStage}, & : \text{otherwise}
+
\dfrac{4}{4 - \text{AccuracyStage}}, & : \text{otherwise}
 
\end{cases}</math>
 
\end{cases}</math>
  

Revision as of 06:41, 17 September 2023

Hit chance 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 *


Mechanics
Battle StatsMovesDamageStat StagesHit chanceCritical hitsPhysicality
TypesStatus EffectsFusionExperience
RecordingFleeingSlotsSticker Attributes
Other AbilitiesBootlegsRelationshipsWeatherMultiplayerCustom Game