Difference between revisions of "Hit chance"
(Added Mechanics template) |
m (Change some frac to dfrac and use text for variables to improve readability) |
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<!-- 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} |
− | \ | + | \dfrac{\text{MoveAccuracy} + \text{AttackerAccuracy} - 100}{\text{DefenderEvasion}}, & : \text{If AttackerAccuracy greater than 100} \\ |
− | \ | + | \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} |
− | \ | + | \dfrac{4 + \text{AccuracyStage}}{4}, & : \text{If AccuracyStage greater than or equal to 0} \\ |
− | \ | + | \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 |
---|---|---|
Accuracy Up | +2 | |
Accuracy Down | -2 | |
Gambit | +4 |
Evasion Statuses
Icon | Name | Stages |
---|---|---|
Evasion Up | +4 | |
Evasion Down | -4 | |
Evasion Nullified | * |
Mechanics | ||||
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