Attack
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Chance to hitThe following attack skills do not require a hit check, and always hit:
Otherwise, an attack skill normally requires a successful hit check to apply its weapon damage and other modifiers. When a hit check is performed, chance to hit is determined by the relationship between attacker level (alvl) and defender level (dlvl), and attacker Attack Rating (AR) and defender Defense rating (DR):
Chance to hit affects the frequency with which attacks apply damage and other modifiers. Increasing chance to hit increases effective damage rate (damage per second), since more attacks will be successful over time; conversely, decreasing it increases effective life, since fewer attacks will be successful over time.
Damage rate multiplier = Final chance to hit / Initial chance to hit
Effective life multiplier = Initial chance to hit / Final chance to hit
LevelPlayer character and mercenary level is displayed on the character screen and mercenary screen (not accessible in Classic games) respectively. Pet level is normally character level at time of summoning, with the following exceptions:
Attack Rating![]()
Otherwise, Attack Rating of player character, mercenary, pet or monster is calculated by applying the following modifiers in order:
Due to bugs, Attack Rating and chance to hit displayed by character screen sometimes take into account modifiers which do not actually apply, while sometimes they don't take into account modifiers that do apply: see pages for each modifier for more details. Chance to hit displayed by character screen also does not take into account any modifiers of monster defense.
Defense![]()
Defense and monster chance to hit displayed by character screen sometimes do not take into account all applicable modifiers: see pages for each modifier for more details. Monster chance to hit displayed by character screen does not take into account any modifiers of monster Attack Rating.
EstimationThe main difference between the two components of the chance to hit calculation is that the level component is multiplied by two. As a result, the same estimation procedure can be used for both components without much modification needed:
Reference
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