Hit Rate: Difference between revisions
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== Reference == | == Reference == | ||
* | * Hit rate can only be integer values (CDF, BG), 2009 | ||
* [http://forum.square-enix.com/ffxi/threads/45365?p=534537#post534537 December 10th, 2015 Update Notes] | * [http://forum.square-enix.com/ffxi/threads/45365?p=534537#post534537 December 10th, 2015 Update Notes] | ||
[[Category:Game Mechanics]] | [[Category:Game Mechanics]] | ||
Latest revision as of 22:04, 29 August 2026
Hit Rate is determined by comparing target evasion with player accuracy or ranged accuracy. It also suffers some level correction, as well, but the general formula is:
- Hit Rate (%) = 75 + floor( (Accuracy - Evasion)÷2 ) - 2×(dLVL)
- dLVL = Attacked Monster's Level - Attacking Player's Level
The dLVL term only applies in areas with level correction.
Increasing Hit Rate is often the single easiest way to improve your melee damage, but it has a maximum:
- 99% For all pets.
- 99% For both fists of Hand-to-Hand.
- 99% For one-handed main-hand weapons.
- 95% For one-handed secondary off-handed weapons.
- 95% for two-handed weapons.
- 95% for ranged attacks.
- Under the effects of Sharpshot the maximum hit rate becomes 99% for ranged attacks.
This means that (no matter how much accuracy you stack), the maximum Hit Rate that you can hope to achieve in the long term has a capped %.
Additionally, for melee attacks, hit rate cannot fall below 20%, no matter how low your accuracy is or how high the target's evasion is.
Reference
- Hit rate can only be integer values (CDF, BG), 2009
- December 10th, 2015 Update Notes
