Accuracy: Difference between revisions
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>Wuumaster (Removed Water Dancing - was changed to +8% Physical Damage with One Handed weapons, +20 Dex. No longer directly affects accuracy.) |
>Velkor No edit summary |
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Accuracy does not affect [[Spells|spells]] as they always hit. | Accuracy does not affect [[Spells|spells]] as they always hit. | ||
==[[ | ==Accuracy [[Passives]]== | ||
Every +10 [[Dexterity]] node adds +20 '''Accuracy'''. | Every +10 [[Dexterity]] node adds +20 '''Accuracy'''. | ||
Revision as of 03:00, 2 January 2013
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.
Accuracy 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)
- Slice and Dice (Axes)
- +20 Dex With Increased Accuracy
- Deadeye
- Precision
- Versatility (+20 Int)