Accuracy: Difference between revisions
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>Aezlo m (→Passives) |
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*[[Dual Wielding]] Accuracy | *[[Dual Wielding]] Accuracy | ||
Current ''' | Current '''Notable Passives''' affecting Accuracy are: | ||
*Weapon/Wielding Specific: | *Weapon/Wielding Specific: | ||
**Executioner ([[Two-Handed]]) | **Executioner ([[Two-Handed]]) |
Revision as of 09:14, 24 July 2012
Dexterity affects and increases Accuracy. Every +10 Dexterity node adds +20 accuracy.
Accuracy is compared to enemy evasion when determining if an attack hits or misses. The complete formula is below:
chance to hit = attacker_accuracy / ( attacker_accuracy + ((defender_evasion/4)^0.8))
Chance to hit can never be lower than 5%, nor higher than 95%.
Accuracy does not affect spells as they always hit.
Passives
Every +10 Dexterity node adds +20 Accuracy.
The Resolute Technique keystone removes the need for Accuracy ("Always Hits").
Basic Passives affecting Accuracy are:
- % Increased Accuracy (6%, 8%, 10%, 12%)
- Weapon Specific Increased Accuracy
- One-Handed and Two-Handed Increased Accuracy
- Dual Wielding Accuracy
Current Notable Passives affecting Accuracy are:
- Weapon/Wielding Specific:
- Executioner (Two-Handed)
- Headsman (Axes)
- Perfect Aim (Projectiles)
- Slice and Dice (Axes)
- Water Dancing (One-Handed)
- +20 Dex With Increased Accuracy
- Deadeye
- Precision