Accuracy: Difference between revisions
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For a total of 23 Accuracy [[Passives]] granting 271% Increased Accuracy, 120 Dexterity and 20 Intelligence. | For a total of 23 Accuracy [[Passives]] granting 271% Increased Accuracy, 120 Dexterity and 20 Intelligence. | ||
==Other [[Passives]] affecting Accuracy== | |||
'''Other Passives affecting Accuracy''' include [[Dual Wielding]] Passives, [[One-Handed Melee Weapons]] Passives, [[Two-Handed Melee Weapons]] and Specific Weapons ([[Axes]], [[Bows]], [[Claws]], [[Daggers]], [[Staves]], [[Maces]], [[Swords]] and [[Wands]])Passives. |
Revision as of 01:03, 3 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
Basic Accuracy Passives Include:
- 4 x Accuracy (12% Increased Accuracy)
- 6 x Accuracy (10% Increased Accuracy)
- 6 x Accuracy (8% Increased Accuracy)
Notable Accuracy Passives affecting Accuracy are:
- 3 x Deadeye (20% Increased Accuracy, 20 Dexterity)
- 1 x Eagle Eye (30% Increased Accuracy)
- 2 x Precision (10% Increased Accuracy, 20 Dexterity)
- 1 x Versatility (5% Increased Accuracy, 20 Dexterity, 20 Intelligence)
For a total of 23 Accuracy Passives granting 271% Increased Accuracy, 120 Dexterity and 20 Intelligence.
Other Passives affecting Accuracy
Other Passives affecting Accuracy include Dual Wielding Passives, One-Handed Melee Weapons Passives, Two-Handed Melee Weapons and Specific Weapons (Axes, Bows, Claws, Daggers, Staves, Maces, Swords and Wands)Passives.