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Accuracy vs Evasion


Sadishist

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Perhaps I can offer a different viewpoint on this conclusion. There's two ways of implementing this kind of a combat system: a two-roll table and a one-roll table. In a two-roll table, you first roll chance to hit, then roll chance to miss. So, if an attacker had 90% accuracy and a defender had 10% evasion, you'd roll against 90% and, on a result <= 90, then further roll against 10%. As such, your actual chance to hit is (0.9 * 0.9 = ) 81%. However, this system is simply confusing to most, and also requires twice as much processing power per shot fired, which can add up quickly. Want to find out if this is the way things are implemented? Sync a 12v12 where everyone has rapid-fire lasers and tell me how much it lags.

 

In a one-roll table, accuracy chance is "bumped off" by chance to evade. If my weapon has 115% accuracy, my table (which, as a reminder, ranges from 01-100) is full of accuracy results. If my target has 15% evasion, 15% of my accuracy is bumped off - but that's ok, because I have 15% accuracy "buffer", so my chance to hit is unaffected, If my target has 20% evasion, an additional 5% of my accuracy is bumped off, making my chance to hit 95%. If my target has 25% evasion, my accuracy is now bumped down to 90%... and so on. If I have an 80% chance to hit and my opponent has 20% evasion, I now have a 60% chance to hit, a 20% chance to miss, and a 20% chance for the shot to be evaded, and the computer can do fancy things with those results if it wants to.

 

This is a more efficient and understandable way to code things, because instead of retrieving two data values, calling two random numbers, and making two comparisons (for each shot), the computer is now retrieving two data values, doing one calculation, getting one random number, and making one comparison. Retrieving, manipulating, and comparing data is very quick and easy (on this scale); retrieving a random number probably takes as long as the rest of the process added together.

 

I could have saved you some typing if i used the whole dev quote:

 

First is a hit roll, accuracy versus defense, and if the attacker misses then no damage occurs. If the attacker rolled poorly enough to miss even discounting the target’s defense then a “Miss” result occurs. If he misses because of the defense then the result varies based on the attack type

 

It's a single roll, your second option. And while you approached it from a different angle, the conclusion is consistent with my own - If the accuracy does not change, then the 'plain miss' chance also does not change, regardless of the target's defense. Instead, as defense increases, it cuts into the hit chance percentage(in Zoom's examples it cuts into the 'plain miss' chance percentage instead)

Edited by Sharee
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Also riddle me this: I stack my PvP toons to 95% accuracy, and all classes have 5% base defense. And yet I never ever see a miss result (barring missed offhand hits, or accuracy debuffs.)

 

Because force and tech attacks have 100% accuracy. You will only ever see plain misses on attacks that fall in neither category.

 

Like the hammer shot:

 

[21:23:42.649] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (265* energy {836045448940874}) <531>

[21:23:42.650] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (269* energy {836045448940874}) <539>

[21:23:42.666] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (233* energy {836045448940874}) <467>

[21:23:42.667] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (161 energy {836045448940874}) <322>

[21:23:42.734] [@Fiamma] [@Shel'tem] [Grav Round {1202535008305152}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (3776* kinetic {836045448940873}) <3776>

[21:23:42.734] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (150 energy {836045448940874}) <300>

[21:23:42.734] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>

[21:23:42.751] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (141 energy {836045448940874}) <282>

 

Or master strike:

 

[21:26:44.654] [@Olympiaseroine] [@Shel'tem] [Master Strike {812139660967936}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (1307 energy {836045448940874}) <1307>

[21:26:44.654] [@Olympiaseroine] [@Shel'tem] [Master Strike {812139660967936}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>

[21:26:44.928] [@Olympiaseroine] [@Shel'tem] [Master Strike {812139660967936}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (1424 energy {836045448940874}) <1424>

[21:26:44.928] [@Olympiaseroine] [@Shel'tem] [Master Strike {812139660967936}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>

Edited by Sharee
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Because force and tech attacks have 100% accuracy. You will only ever see plain misses on attacks that fall in neither category.

 

Like the hammer shot:

 

[21:23:42.649] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (265* energy {836045448940874}) <531>

[21:23:42.650] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (269* energy {836045448940874}) <539>

[21:23:42.666] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (233* energy {836045448940874}) <467>

[21:23:42.667] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (161 energy {836045448940874}) <322>

[21:23:42.734] [@Fiamma] [@Shel'tem] [Grav Round {1202535008305152}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (3776* kinetic {836045448940873}) <3776>

[21:23:42.734] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (150 energy {836045448940874}) <300>

[21:23:42.734] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>

[21:23:42.751] [@Skyla'ra] [@Shel'tem] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (141 energy {836045448940874}) <282>

 

Or master strike:

 

[21:26:44.654] [@Olympiaseroine] [@Shel'tem] [Master Strike {812139660967936}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (1307 energy {836045448940874}) <1307>

[21:26:44.654] [@Olympiaseroine] [@Shel'tem] [Master Strike {812139660967936}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>

[21:26:44.928] [@Olympiaseroine] [@Shel'tem] [Master Strike {812139660967936}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (1424 energy {836045448940874}) <1424>

[21:26:44.928] [@Olympiaseroine] [@Shel'tem] [Master Strike {812139660967936}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>

 

Oh please I can tell the difference between ranged/melee attacks which are subject to defense and tech. Also resistance does not exist in PvP except for resilience's 200%.

 

Also what is your accuracy rating in your log? and upload the full parse to torparse or something, heaven knows what buffs/debuffs etc. might have been on you.

 

Also player base accuracy is 91% (with companion legacy) base defense is 5% under the actual system that would leave a 4% miss chance.

 

Also twenty hits or so is a terrible test, when you dealing with random events you need several hundered shots fired.

 

Finally that masterstrike was done on a sentinel, I know because a guardian would only have three ticks in their masterstrike. Sentinel's masterstrieks have both a mainhand and offhand components, and offhands have drastically lower accuracy, and that is where you are getting your misses from.

Edited by Zoom_VI
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It's a single roll, your second option. And while you approached it from a different angle, the conclusion is consistent with my own - If the accuracy does not change, then the 'plain miss' chance also does not change, regardless of the target's defense. Instead, as defense increases, it cuts into the hit chance percentage(in Zoom's examples it cuts into the 'plain miss' chance percentage instead)

 

So basically you took a quote that contained zero forumlas, and then claimed it proves a formula?

 

That quote really is not relevant because it fits both the actual formula that I detailed and your theory equally.

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So I just ran a half hour parse, that utilized only hammershot and fullauto. The results are well weird.

 

So according to torparse the total miss rate of Full Auto (torparse lumps both genuine misses and dodges together) was 3.3%

 

The total miss rate of Hammer shot was 14%.

 

Which tell me there is something screwed up with one of the two. Or both idk what is causing the high discrepancy between FA and HS. Another side note is FA never got any misses that I saw only dodges.

 

Going to try another tomorrow with my mando at 95% accuracy which will be the real test. Going to use gunnery spec and use HS after every FA so that they both have equal test amounts.

 

also WTB GSF combat logs, and a dev post would be nice too.

Edited by Zoom_VI
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That quote really is not relevant because it fits both the actual formula that I detailed and your theory equally.

 

It does fit your formula, but not your interpretation of it.

 

Your formula:

This is all done on the assumption that evasion works identical to ground defense, mean in that a chance to hit can never exceed (100%-dodge%)

 

My interpretation: If I have 90% accuracy and you have 5% defense. There is a 85% chance of hit, a 10% chance of miss and a 5% chance of dodge. This fits the formula and the dev quote both.

 

Your interpretation of it:

If I have 90% accuracy and you have 5% defense. There is a 90% chance of hit, a 5% chance of miss and a 5% chance of dodge.

 

This also fits the formula, but is at odds with the dev quote, because in your interpretation the pure miss chance varies according to enemy defense, while the dev quote suggests the chance of a pure miss to happen is independent of enemy defense and only changes if the accuracy changes.

Edited by Sharee
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So I just ran a half hour parse, that utilized only hammershot and fullauto. The results are well weird.

 

So according to torparse the total miss rate of Full Auto (torparse lumps both genuine misses and dodges together) was 3.3%

 

The total miss rate of Hammer shot was 14%.

 

Which tell me there is something screwed up with one of the two. Or both idk what is causing the high discrepancy between FA and HS. Another side note is FA never got any misses that I saw only dodges.

 

Going to try another tomorrow with my mando at 95% accuracy which will be the real test. Going to use gunnery spec and use HS after every FA so that they both have equal test amounts.

 

also WTB GSF combat logs, and a dev post would be nice too.

 

There appeared to be a .7% variation in your numbers... AKA RNG...

 

hammershot is a "ranged" attack while full auto is a "tech" attack... tech has a base 100% accuracy while ranged has a base 90% accuracy.

 

Oh yeah, What the Bleep does this have to do with space combat?!?

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There appeared to be a .7% variation in your numbers... AKA RNG...

 

hammershot is a "ranged" attack while full auto is a "tech" attack... tech has a base 100% accuracy while ranged has a base 90% accuracy.

 

Oh yeah, What the Bleep does this have to do with space combat?!?

Also there where 6520 shots fired in my parse, there should not be a 11% difference in successful hits.

 

Full Auto is a ranged attack. Don't even try to argue that one.

 

this has to do with GSF on the premise that evasion works like ground defense rating. If you actually read what was being said you might have figured that out.

Edited by Zoom_VI
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It's been said SWTOR operates a two-roll system.

 

First roll determines whether an attack hits. Accuracy against defence, which means: native accuracy of attack + accuracy of attacker - applicable defence of opponent.

 

Second whether it's shielded or crits. %ages added, remainder are normal hits. If crit +shield > 100%, there are no normal hits and crits drive shield off the table.

 

Then you work out the bonus damage if it's a crit (Surge rating) or amount shielded (Absorb)

 

Galactic Starfighter may be different. But I suspect that it only substitutes Evasion for Defence.

 

Guessing from what you see in GS warzones will be hard. Accuracy has many more parameters in GS than ground PvP - per weapon, range, tracking penalty and then buffs/debuffs. You are going to have a really hard time knowing what accuracy you are operating on any shot in a normal fight, particularly with range and tracking. It'd be interesting to try and set up controlled scenarios where you can test, but that would need a confederate on each side and everyone leaving you alone, while probably frapsing because no combat logs.

 

Anyway, for my money, assuming blaster shot on target, hit% = Attacker Accuracy - Target Evasion

 

Like I said, actually getting the data to confirm or deny this is much harder in GS than ground PvP. Gold post confirmation of mechanics always welcome.

Edited by Wainamoinen
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Also there where 6520 shots fired in my parse, there should not be a 11% difference in successful hits.

 

Full Auto is a ranged attack. Don't even try to argue that one.

 

this has to do with GSF on the premise that evasion works like ground defense rating. If you actually read what was being said you might have figured that out.

 

It's because ranged/melee attacks don't actually seem to use your base ranged/melee accuracy - everything except your basic attack uses your tech/force accuracy for some reason. I've never done any parsing w/ my Commando, but in all my parses on my Sentinel (more difficult to read because all the offhand misses), I have never seen the big mainhand hits of Master Strike miss @ 110% force accuracy on an Ops Dummy.

 

That would agree with the results of your parse. If you have 91% ranged accuracy and the dummy has a 5% resist chance, you'd expect to miss 14% w/ Hammershot and 4% w/ Full Auto.

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I did a quick hammer shot test myself, and counted all misses/dodges by hand from the raw log(since torparse mixes them together).

 

Accuracy: 94.97%

 

Shots fired: 1149

Shots hit: 1012 (88.08%)

Shots missed: 64 (5.57%)

Shots dodged: 73 (6.35%)

 

Not a big sample size, but the result is roughly what i would expect according to my theory (expected numbers were 89.97% hit, 5.03% miss, 5% dodge)

 

I also fired 90 full auto shots during the test, and all 90 hit. There was not a single miss or dodge. Which seems to confirm the suggestion above that full auto uses tech accuracy (my tech accuracy is 104.97%)

Edited by Sharee
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I did a quick hammer shot test myself, and counted all misses/dodges by hand from the raw log(since torparse mixes them together).

 

Accuracy: 94.97%

 

Shots fired: 1149

Shots hit: 1012 (88.08%)

Shots missed: 64 (5.57%)

Shots dodged: 73 (6.35%)

 

Not a big sample size, but the result is roughly what i would expect according to my theory (expected numbers were 89.97% hit, 5.03% miss, 5% dodge)

 

I also fired 90 full auto shots during the test, and all 90 hit. There was not a single miss or dodge. Which seems to confirm the suggestion above that full auto uses tech accuracy (my tech accuracy is 104.97%)

 

I can confirm that Full Auto is a ranged attack because

1) its numbers are white which is the designated color for ranged and melee hits

2) in my log I have it being dodged, and you cannot ever get a dodge result on a tech, such a event would show up as a resist.

 

I am going to do a long parse on my juggernaut rather than my mando tomorrow, I am wondering if there is something screwy with HS, perhaps some accuracy penalty to balance with mercs being duel wield. I looked at my old logs and HS always has higher miss rates than all other attacks.

Edited by Zoom_VI
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I can confirm that Full Auto is a ranged attack because

1) its numbers are white which is the designated color for ranged and melee hits

2) in my log I have it being dodged, and you cannot ever get a dodge result on a tech, such a event would show up as a resist.

 

I am going to do a long parse on my juggernaut rather than my mando tomorrow, I am wondering if there is something screwy with HS, perhaps some accuracy penalty to balance with mercs being duel wield. I looked at my old logs and HS always has higher miss rates than all other attacks.

 

Again, Full Auto is a ranged attack, but it still uses your Tech/Force accuracy (don't ask me why, but it does), as do all white damage attacks aside from your basic abilities (Hammer Shots, Strike, etc.). This makes the basic Ranged/Melee accuracy rather pointless, since it's only used by one attack, and an extra 10% miss chance on your weakest ability is pretty much irrelevant.

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Again, Full Auto is a ranged attack, but it still uses your Tech/Force accuracy (don't ask me why, but it does), as do all white damage attacks aside from your basic abilities (Hammer Shots, Strike, etc.). This makes the basic Ranged/Melee accuracy rather pointless, since it's only used by one attack, and an extra 10% miss chance on your weakest ability is pretty much irrelevant.

 

Remember Operations dummies have 10% force/tech resistance (defense for force/tech) but they have a 0% dodge chance. Now the warzone training dummy I was hitting has a 5% base dodge chance and a 0% F/T resistance.

 

Also FA does use ranged/melee accuracy, you stated you had 110% tech accuracy correct? Check your character sheet and you will notice that you also have 100% mainhand accuracy b/c everything that grants mainhand accuracy also grants tech accuracy.

Edited by Zoom_VI
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I am wondering if there is something screwy with HS, perhaps some accuracy penalty to balance with mercs being duel wield.

 

I doubt that. The commando mainhand has higher damage than the merc mainhand, which is completely compensated by the damage the merc's offhand does, for all attacks, not just hammer shot. Extra penalty just for hammer shot makes no sense.

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In the ground game every attack except the basic attack has a base accuracy of 100%, and the basic attack has a base accuracy of 90%. You are advised to push your character sheet M/R accuracy to 100% because that pushes all non-basic attack accuracy to 110% and ops bosses have a 10% dodge/resist chance.
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In the ground game every attack except the basic attack has a base accuracy of 100%, and the basic attack has a base accuracy of 90%. You are advised to push your character sheet M/R accuracy to 100% because that pushes all non-basic attack accuracy to 110% and ops bosses have a 10% dodge/resist chance.

 

No, operations havea 10% resist chance only, they do not have any dodge chance.

 

Seriously I thought this stuff was 101 ages ago.

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No, operations havea 10% resist chance only, they do not have any dodge chance.

 

Seriously I thought this stuff was 101 ages ago.

 

This is incorrect they have 10% both. Melee special attack accuracy is the exact same as Force Accuracy the only attack that is dodgeable at "100%" melee accuracy is your basic attack (strike for knights, flurry of bolts for scoundrels so on and so forth) You can try it out if you wish use those attacks and i garantee you will see dodges and parries. All other Melee and Ranged attacks are considered Special attacks and have a base accuracy of 100% same as Force and Tech attacks, thus when Basic Melee Accuracy is at 100% Special Melee accuracy is at 110% reducing boss dodge down to 0%.

 

 

It would be 101 ages ago if people didnt spread false information all over the place as you have just done.

 

 

Edit: a perfect example http://www.torparse.com/a/530920/2 Look at damage dealt and then scroll down to damage dealt break down you will notice all attacks miss 0% except for the "Basic attack" strike this is because of the dummies 10% dodge/parry chance. Noted the guy did have an unlucky RNG with the dodges as he missed 20% of his strikes rather then the Average 10%.... i can show many more of these through out all classes if you wish.

Edited by tunewalker
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That is the only parse I have ever seen that has reported a dodge result on a Ops dummy. EVER.

I can't even get a dodge result on a Ops dummy with my tank toon. Only time I get dodges are on the Warzone dummies.

Edited by Zoom_VI
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That is the only parse I have ever seen that has reported a dodge result on a Ops dummy. EVER.

I can't even get a dodge result on a Ops dummy with my tank toon. Only time I get dodges are on the Warzone dummies.

 

you want me to show you other ones. If you havent been getting them (and are using the Basic attack of your class ie, strike, flurry of bolts, hammer shot, or saber strike for their respective classes) then either A you are the luckiest person in the world or B..... your getting them you just arent paying attention.

 

http://www.torparse.com/a/561733/3

 

http://www.torparse.com/a/556322/1

 

http://www.torparse.com/a/511405/4

 

http://www.torparse.com/a/548865/6

 

I can get more if you wish its an endless list of every single uploaded parse on torparse ever.

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Fired a couple of hammer shots at the ops dummy a min ago:

 

[16:03:33.877] [@De'soto] [@De'soto] [Hammer Shot {801299163512832}] [Event {836045448945472}: AbilityActivate {836045448945479}] ()

[16:03:34.184] [@De'soto] [Operations Training Target MK-5 {2816265890562048}:126000011014] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (132 energy {836045448940874}) <132>

[16:03:34.184] [@De'soto] [Operations Training Target MK-5 {2816265890562048}:126000011014] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (221* energy {836045448940874}) <221>

[16:03:34.384] [@De'soto] [Operations Training Target MK-5 {2816265890562048}:126000011014] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (163 energy {836045448940874}) <163>

[16:03:34.385] [@De'soto] [Operations Training Target MK-5 {2816265890562048}:126000011014] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -dodge {836045448945505}) <1>

[16:03:34.516] [@De'soto] [Operations Training Target MK-5 {2816265890562048}:126000011014] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (223* energy {836045448940874}) <223>

[16:03:34.517] [@De'soto] [Operations Training Target MK-5 {2816265890562048}:126000011014] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (165 energy {836045448940874}) <165>

[16:03:34.526] [@De'soto] [Operations Training Target MK-5 {2816265890562048}:126000011014] [Hammer Shot {801299163512832}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>

Edited by Sharee
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Then the accuracy equations are just plain fck'ed up, there is no rational for any of these results.

 

Yes there is if you were paying attention.

 

 

Basic Range/Basic Melee Accuracy is 90%

 

SPECIAL RANGE/SPECIAL MELEE accuracy is 100%

 

Force/Tech attacks 100% accuarcy

 

ALL RANGE AND MELEE ATTACKS that ARE NOT the class basic attack (Strike for Knights, Hammer shot for Troopers, Saber strike for Consulars and Flurry of bolts for smugglers.) are considered SPECIAL attacks and thus have a base Accuracy of 100%. By getting 100% BASIC range and Melee accuracy you are also getting 110% SPECIAL Melee/ Range Accuracy thus the only attack that can be dodged is your BASIC attack.

 

I already explained this and it has been explained in multiple locations since the game Launched 1.0 but as always it goes over a lot of peoples heads.

 

 

Edit: I dont know what class you play but put your cursor over the Melee/Range accuracy where it should read 100%, when you do this you will see the advanced tool tip which will Read "Basic Melee/range accuracy 100%" and imidiately under that it will read "Special Melee/range accuracy 110%" you will NOT see this unless you put your cursor on top of the Melee/Range Accuracy just like you will not see the amount of Bonus damage you are getting specifically from power with out putting the mouse on the "Bonus Damage" portion of your character sheet. Everything makes 100% sense when you know the mechanics of the game.

Edited by tunewalker
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Then all of this is meaningless because there is no way we can compare a system involving three types of accuracy to GSF which most certainly does not have three types of accuracy. (I hope)

 

It doesnt, but essentially Evasion and accuracy as far as I can tell works the same as Accuracy vs Defense.

 

If your accuracy is 130% and your enemy has a 40% evasion then you have a 10% chance of being evaded simple as that. Just like any accuracy thing, the only difference with ground is different attacks have different accuracy. Force/tech and Special Melee/range attack all have base 100% accuracy while bosses have a base 10% defense, and the 1 and only Basic attack for every class has a Base 90% accuracy. With out any accuracy your Force/tech and Special Melee/range attacks have a 10% chance of being Dodged/parried/resisted while your 1 and only basic attack has 10% of missing and a 10% chance of being dodged/parried/resisted.

 

 

 

Edit: actually technically GS would have 3 "accuracy" kind of thing Long range Accuracy, Mid Range Accuracy, and Close range accuracy are all different depending on the weapon you have equipped.

Edited by tunewalker
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