Hit chance

From Cassette Beasts

Hit chance determines the chance that a move will hit.

General Formulas

If the attacker has the Locked On status, the hit chance is set to 100%. Otherwise, if the defender has the Cottoned On status, then the hit chance is set to 0%. When neither status effects are present, the hit chance is

HitChance={MoveAccuracy+AttackerAccuracy−100DefenderEvasion,AttackerAccuracy>100MoveAccuracy×AttackerAccuracy100×DefenderEvasion,otherwise

If the hit chance is greater than 1 (100%), the attack has an increased critical hit chance. In general, the accuracy term in the numerator is multiplicative, but if the user has a boosted accuracy stat, the accuracy term instead becomes added based on how large AttackerAccuracy is compared to the default value of 100.

If the defender and attacker are of the same team, DefenderEvasionis always set to the default value of 100. This only affects hit chance; the critical hit chance still uses the defender's evasion stat even if the defender is on the same team as the attacker.

Accuracy and Evasion

Main article: Stat

Attacker Accuracy

As a consequence of the different equation being used when attacker accuracy goes above 100 (100%), the move's accuracy gets increased by an amount based directly on the attacker's excess accuracy. For example, if the target has an unmodified evasion stat, Hypnotise has a move accuracy of 50%. If the user has Accuracy Up active, the +50% accuracy boost is effectively added to the move accuracy, meaning the move now has an accuracy of 100%. Similarly, Sleep Talk goes from 1% to 51% after accounting for stat stages.

The base values for the accuracy of tapes and characters are 100, so the formula can be simplified as such:

AttackerAccuracy=100×∏m∈stickers(AccuracyAttributem+100100)×AccuracyStageMultiplier

  • AccuracyAttribute accounts for the Passive: +x% Accuracy and Passive: +% Accuracy per empty slot attributes across all stickers in the tape, which are multiplied together instead of being additive.
  • AccuracyStageMultiplier is the multiplier from all present stat stages that affect accuracy.

Some examples:

  • With no attributes present or stat stages in play, attacker accuracy is 100.
  • A monster tape with a Passive: +5% Accuracy attribute in their stickers will have AttackerAccuracy=100×1.05=105.
  • With Accuracy Up, it has a stat stage of +2 soAccuracyStageMultiplier=6/4=1.5,and AttackerAccuracy=100×1.5=150.
  • With Gambit and a monster tape having a sticker with the Passive: +5% Accuracy attribute a sticker with the Passive: +2% Accuracy per empty slot with 3 empty slots, the total contribution from attributes is 1.05×(1+0.02×3)=1.113; since Gambit gives a +4 (+100%) stat stage to accuracy, AccuracyStageMultiplier=8/4=2. Combining them all, AttackerAccuracy=100×1.113×2=222 after rounding down.

Move Accuracy

MoveAccuracy=BaseMoveAccuracy×∏m∈stickers(MoveAccuracyAttributem+100100)

  • MoveAccuracyAttribute accounts for the +x% Move accuracy and +x% Move accuracy per empty slot attributes across all stickers in the tape, which are multiplied together instead of being additive.
  • If the user has the Unitarget status, MoveAccuracy is halved.
  • When Fog is in effect and the move's type is not in the list of exempted moves, MoveAccuracy is set to 0.

Some examples:

  • Sticky Tongue has 75% accuracy so MoveAccuracy=75.
  • If this sticker also had the +20% Accuracy attribute, MoveAccuracy=75×1.20=90 so an effective 90% accuracy.
  • If the user of this sticker had also been afflicted with Unitarget, MoveAccuracy=90/2=45 resulting in an effective 45% accuracy.

Defender Evasion

Doubling the defender's evasion such as via Evasion Up results in attacks only landing half the time, as they are now twice as difficult to hit. In general, if the defender's evasion is multiplied by some number x, attacks will only land 1/x of the time on average compared to normal; x>1 for evasion-boosting statuses and attributes while 0<x<1 for evasion-lowering statuses. As such, if x=1/100 which can be achieved via inflicting the Evasion Nullified status effect, all attacks are guaranteed to land if there are no other modifiers present.

If the attacker targets a teammate, DefenderEvasionis instead set to 100.

The base values for the evasion of tapes and characters are 100, so the formula can be simplified as such:

DefenderEvasion=100×∏m∈stickers(EvasionAttributem+100100×EvasionStatModifier)×EvasionStageMultiplier×EvasionStatusMultiplier

  • EvasionAttribute accounts for the Passive: +x% Evasion and Passive: +% Evasion per empty slot attributes across all stickers in the tape, which are multiplied together instead of being additive.
  • EvasionStatModifier uses the multiplier from Shear Luck if present.
  • EvasionStageMultiplier is the multiplier from all present stat stages that affect evasion.
  • EvasionStatusMultiplier is a separate multiplier used by certain status effects.

Some examples:

  • With no attributes present or stat stages in play, defender evasion is 100, similar to attacker accuracy.
  • A Bansheep tape at 20% HP with one Shear Luck sticker has EvasionStatModifier=1+0.8/2=1.4 and soDefenderEvasion=100×1.4=140.
  • With 2 Shear Luck stickers instead, at 20% HP this tape will have DefenderEvasion=100×(1.4)2=196.
  • If a target has been afflicted with the Evasion Nullified status effect, EvasionStatusMuliplier=1/100 so DefenderEvasion=100×(1/100)=1.
  • If a target has both Evasion Up and Evasion Nullified, the former has a +4 (+100%) stat stage giving EvasionStatMultiplier=8/4=2. Meanwhile, the latter amounts to setting EvasionStatusMuliplier=1/100 so the end result is DefenderEvasion=100×2×(1/100)=2.

Accuracy Statuses

Main article: Stat Stages
Icon Name Stages
Accuracy Up +2 +50%
Accuracy Down -2 -33%
Gambit +4 +100%

Evasion Statuses

Main article: Stat Stages
Icon Name Stages
Evasion Up +4 +100%
Evasion Down -4 -50%
Evasion Nullified *


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