Issue information

Issue ID
#7138
Status
Working as Intended
Severity
None
Started
Wolfox
Mar 27, 2013 17:13
Last Post
Wolfox
Mar 29, 2013 21:51
Confirmation
N/A

Wolfox - Mar 27, 2013 17:13

Hey there.

I am not quiet sure how hit or hitrate works, so I am taking a sort of short in the dark with this bug report. Need some kRO mechanics genius to look at this.

Some skills give a fixed HIT bonus (Sonic acceleration would be the ecample in this case, which gives +50 HIT)
I was looking at the code that provides these bonus and noticed the formula being:
hitrate += hitrate * (50 / 100)

Now, that is a percent increase of the hitrate of a 50%.
hitrate is set by default at 80

Afterwards we calculate the hit to hit-flee. (Random numbers being applied here)

hit = 350
Flee = 200
hitrate = 350-200
hitrate = 150

Apply sonic acceleration bonus (+50 HIT)
hitrate = hitrate + hitrate * ( 50 /100)
hitrate = 150 + 150*(0.5)
hitrate = 150 + 75
hitrate = 225

So basically, instead of getting a 50 HIT bonus I got a 75 HIT bonus.

Could anyone please correct me if I got this all wrong or confirm if that is actually 50 HIT and I missed some calculation somewhere?

malufett - Mar 29, 2013 14:45

[quote]
Sonic Acceleration does not give a flat +50 Hit. If your status window Hit is 100, using Sonic Blow while having SA will not increase it to 150. SA gives +50% "Hit", the Hit actually being Accuracy rate. Accuracy rate is the final percentage the game calculates after counting in the player's Hit Rate and Enemy's Flee Rate. If the player's Hit was 100 and the enemy's Flee is 150, the Accuracy rate is 30%. When the player uses Sonic Blow, Sonic Acceleration increases that 30% chance to 45%.[/quote]
:meow:

Wolfox - Mar 29, 2013 21:51

Awesome, so its mainly a description issue.

Thanks a lot.