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Thread: Hit Rate Chance

  1. #1
    Leggo
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    Hit Rate Chance

    Is increased hit rate percentage, whether melee or ranged, a counter-check to mob's avoidance, riposte, etc?

  2. #2
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    Default Re: Hit Rate Chance

    If you're talking about the new ranger ability, it simply adds more melee skills. When the proc is up, you can see your skills jump up in the persona screen. It's not some sort of extra check on the mobs avoidance. It increases your skills, and checks the mobs avoidance(s) once. Adding 20% more skills doesn't mean you are actually hitting the mob 20% more often.

  3. #3
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    Default Re: Hit Rate Chance

    For clarification, the buff gives a 25% To-Hit melee bonus, and +127 Crush/Slash/Pierce to group members in AE Range for 15 Seconds, Recast is 60 Seconds.

    This is at Master II, level 64 Master II Choice.

    -Hexus-
    -Hexus-
    "Every persons life is theirs by right. An individual's life can and must belong only to to himself, not to any society or community, or he is then but a slave." — Terry Goodkind

  4. #4
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    Default Re: Hit Rate Chance

    Hexus addressed it; I'm referring to the 25% Chance To-Hit.
    There is a skill similar to this in the Ranger AA tree, the end skill of the focusing line which increases ranged chance To-Hit.

    Those are what I'm curious about in regards to how they are affected, or put in effect with a mob.

  5. #5
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    Default Re: Hit Rate Chance

    One would assume (but not sure how exactly SoE is thinking) the +25% multiplier would be added to your final hit rate after calculating vs the mobs avoidance checks with your skill mod. Lets say for example your skill vs the mobs avoidance results in a random roll 1-1000 (for simplicity's sake) check vs the mob. Anything between 1-400 results in a miss, 401-1000 results in a hit. I would assume the 25% hit rate mod would simply say; Ok, take the 25% of misses that were closest to hitting and make them hit. So instead of 1-400 missing and 401-1000 landing, 1-300 would miss and 301-1000 would hit.

    Again this is pure speculation and extremely simplified, but this is at least how I would make it work, and how it makes sense. (then again, it is SoE after all)

  6. #6
    Done with MMOs, once again.
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    Default Re: Hit Rate Chance

    Having a 25% higher chance to hit does not decrease your misses by 25%. It increases your hits by 25%. If you go from 60% you will now be at 75%, not 72.5% like you suggest.

    25% less misses is not the same as 25% more hits.
    Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos for EverQuest II
    Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest for EverQuest II

  7. #7
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    Default Re: Hit Rate Chance

    This is just a guess based off a post made by a Dev (forget which one) about the ranger extension AA that says it adds a 5% to hit bonus. Per that post the 5% bonus only effects CA's and not auto attack. Using the same logic I'm guessing the +25% hit bonus on Focus Aim also only effects CA's. There is the +127 skill bonus portion to cover auto attacks.

    Also to be accurate the recast for Focus is 1m 15s not the 1m in the description. Recast on this skill does not start until the buff wears off or in rare occasions is cancelled. Focus up for 15s, drops and recast kicks in for 1m = true recast at 1m 15s.


    edit ~ At work so can't try this myself but one way to check how the 25% bonus works would be to get some scouts grouped with a ranger. Then have them inspect their CA's and note the + to hit on them. Cast Focus and recheck the + to hit on them with it up.

  8. #8
    100% Anti-Dev
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    Default Re: Hit Rate Chance

    You cant recast it for 1min 15s, but it can still be up every 60s.
    [SIGPIC][/SIGPIC]
    Kazaumi - Inquisitor
    Khalan - Ranger

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  9. #9
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    Default Re: Hit Rate Chance

    Focus Aim, dirge 6-piece bonus, warden 6-piece bonus, and arrow hit bonuses all apply to auto attack. Extension is the exception to the rule.

  10. #10
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    Default Re: Hit Rate Chance

    Also either a display bug going on with this right now in that the group portion of this buff is either reporting wrong and showing only adept 1 in the group buff portion or that it is actually giving the listed bonus in the M2 description and only SHOWING the Adept 1 bonus.

    I have /bug reported and petitioned and had it escalated, would recommend others do the same if you want it repaired quicker.

    -Hexus-
    -Hexus-
    "Every persons life is theirs by right. An individual's life can and must belong only to to himself, not to any society or community, or he is then but a slave." — Terry Goodkind

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