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Hit chance

Hit chance is the probability that a swing connects instead of being dodged. It's resolved before any damage rolls.

The formula

Lyonspyre uses classic hit-chance math, with PvM-only specialty and talent bonuses layered on top:

Hit chance

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

That value then feeds a skill check, which means:

  • A hit at chance >= 1.0 is an auto-success and still triggers a skill-gain check.
  • A miss costs you no resource - you simply 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 - usually the same skill they'd swing with. Unarmed defenders use Wrestling.

Base chance table (pre-bonus)

A 100 weapon-skill attacker against a defender of the listed weapon-skill, no talents or 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%. In this range, each +30 attacker skill over the defender buys roughly +10%, and each +30 of defender skill over the attacker costs about 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%

* There is no upper clamp on Lyonspyre, so a high-skill-vs-low-skill chance above 1.0 still passes CheckSkill automatically and gains skill at the cap.

Bonus sources

Lyonspyre layers these on top of the base 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.

Hit-chance sources that do NOT apply

A lot of online games pile extra modifiers into hit chance: an 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 affect the swing-speed formula but not hit chance - that's by design, not something we've stripped.

Auto-hit / auto-miss

  • There's no upper clamp: a 120-skill attacker vs. a 30-skill defender passes CheckSkill ~100% of the time.
  • There's no 2% lower clamp either. If ourValue is tiny or theirValue is huge, chance can fall all the way to zero.
  • CheckSkill always rolls - so even at a calculated 95% you can still 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.