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| TO HIT = TO HIT + 25 + sqrt([attacker's two handed skill] * 2) | | TO HIT = TO HIT + 25 + sqrt([attacker's two handed skill] * 2) | ||
|- | |- | ||
| Attack is Dual Wield | | Attack is Dual Wield ^ | ||
| TO HIT = TO HIT * 100 / (115 * 15 * (2000 / (20 + | | TO HIT(DW) = TO HIT * 100 / (115 + Slot# * 15 + Slot# * (2000/(20+ attacker's dual wield skill)) [Clamped to 1-100] | ||
|- | |- | ||
| Attacker is Blind | | Attacker is Blind | ||
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| EVASION + 20% | | EVASION + 20% | ||
|} | |} | ||
^ Where Slot# represents the main hand / off hand and any indexed hand after two. Only the (2000/(20 + attacker's dual wielding skill)) is clamped between 1-100. This means optimally the best dual wielding scenario occurs when you have 1980 dual wielding. | |||
Now the system has the TO HIT and EVASION values, it uses these to calculate if an attack was a hit, miss, or crit in this order | Now the system has the TO HIT and EVASION values, it uses these to calculate if an attack was a hit, miss, or crit in this order | ||
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Penetration is calculated at '''(Martial Arts/10)+5''', with a minimum of '''5%''' and a maximum of '''20% + Penetration.''' | Penetration is calculated at '''(Martial Arts/10)+5''', with a minimum of '''5%''' and a maximum of '''20% + Penetration.''' | ||
If | If wielding Martial Art Weapon: | ||
Damage Bonus is your empty hand Damage Bonus + '''Weapon's''' '''Damage Bonus''' | Damage Bonus is your empty hand Damage Bonus + '''Weapon's''' '''Damage Bonus''' |
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