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Hit chance

Hit chance is the probability that a swing connects (vs. being dodged). It's evaluated before damage rolls.

The formula

Lyonspyre uses the pre-AOS T2A formula, with PvM-only specialty and talent bonuses layered on:

T2A hit chance

chance = (atkSkill + 50) / ((defSkill + 50) × 2)
       + SpecialtyHitBonus%/100
       + ArcheryVsHinderedBonus%/100      (archery only)
       ─ FencingCrippleDefenseScalar      (PvM melee only, scales defSkill)

The final value is then passed to a skill check — meaning:

  • A hit at chance >= 1.0 is auto-success and still triggers a skill-gain check.
  • A miss decrements no resource — you just don't connect.
  • atkSkill is the weapon's primary skill (Swordsmanship / Macing / Fencing / Archery / Wrestling for fists).
  • defSkill is whatever skill the defender's currently-equipped weapon uses (typically the same skill they'd swing with). Unarmed defenders use Wrestling.

Base chance table (pre-bonus)

100 weapon-skill attacker vs. defender of the listed weapon-skill, with no talents/specialties:

Defender skill Base chance
30 93.75% (150 / 160)
60 68.18% (150 / 220)
90 53.57% (150 / 280)
100 50.00% (150 / 300)
120 44.12% (150 / 340)

The formula is symmetric: at equal skill the chance is exactly 50%. Each +30 attacker skill above defender adds roughly +10% in this range; each +30 defender skill above attacker subtracts roughly the same.

General-purpose attackers

For an attacker at lower skill levels:

Attacker vs def-30 vs def-60 vs def-90 vs def-100
50 62.50% 45.45% 35.71% 33.33%
75 78.12% 56.82% 44.64% 41.67%
100 93.75% 68.18% 53.57% 50.00%
120 100.0%* 77.27% 60.71% 56.67%

* Chance is clamped only >= 0.02 in the AOS branch; in T2A there is no upper clamp, so high-skill-vs-low-skill chances above 1.0 still pass CheckSkill automatically and gain skill at the cap.

Bonus sources

Lyonspyre layers these on top of the base T2A formula:

Source When
Specialty hit-chance Returns percentage points (e.g. 5 = +5%). Always queried.
Archery vs. Hindered Per-rank percentage points; only fires when the defender is hinder-tagged (PvM only).
Fencing Cripple PvM-only; multiplies defender skill by a 0–1 scalar. 8% per stack (max 24% defense reduction).
Tier accuracy on the talent ladder See Dungeon Talents.

Post-T2A hit-chance sources that do NOT apply

Later UO eras sum many additional sources into hit chance: AttackChance item property, Divine Fury, Animal Form (wolf / kitsune +20%), Hit Lower Attack / Defense, weapon-ability accuracy bonuses, special moves, Force Arrow, Block, Surprise Attack, and defender-side Discordance. None of these fire on Lyonspyre.

Discordance does fire in the T2A swing-speed formula but not in the T2A hit-chance formula — that's the original T2A behaviour, not something we've stripped.

Auto-hit / auto-miss

  • Pure T2A has no upper clamp: a 120-skill attacker vs. a 30-skill defender passes CheckSkill ~100% of the time.
  • Pure T2A has no 2% lower clamp either (the chance < 0.02 floor is AOS-only). If ourValue is tiny or theirValue is huge, chance can fall to zero.
  • CheckSkill itself still rolls — so even at calculated 95% you can miss the 1 in 20.

See also

  • Swing speed — how often you get to try this roll.
  • Damage calculation — what happens when the roll succeeds.
  • Parry — a separate roll on the defender's side that can negate a successful hit.
  • Dungeon Talents — for the archery / fencing / specialty bonus sources.