Difference between revisions of "To hit"

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m (Fixed outdated note on repel missiles by combining melee and ranged sections.)
 
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====Weapons====
 
====Weapons====
*Add <code>1d(weapon skill + 1) -1 </code>.
+
*Add <code>1d(weapon skill + 1) -1 </code> (number from 0 to weapon skill).
 
*Add weapon base accuracy. (Unarmed has +2, or +4 with [[Claws]])
 
*Add weapon base accuracy. (Unarmed has +2, or +4 with [[Claws]])
 
*Add weapon [[enchant]]ment and any [[slaying]] bonuses.
 
*Add weapon [[enchant]]ment and any [[slaying]] bonuses.
  
 
====Other modifiers====
 
====Other modifiers====
*If in wisp, fungus, pig, or non-vampire bat form, add random2(XL*100+100)/100 instead of using your weapon skill above.
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*If in wisp, fungus, pig, or non-vampire bat form, add <code>[1d(XL * 100 + 100) / 100] - 1</code> instead of using your weapon skill above.
 
*Subtract 5 for [[vertigo]].
 
*Subtract 5 for [[vertigo]].
*If you have the eyeballs mutation, add <code>2*eyeballs_level + 1</code>
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*If you have the eyeballs mutation, add <code>2 * eyeballs_level + 1</code>
  
 
====The Roll====
 
====The Roll====
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*Subtract 2 + roll between 0 and 3 if the target is in umbra and you do not have night vision (from Dithmenos & Yredelemnul).
 
*Subtract 2 + roll between 0 and 3 if the target is in umbra and you do not have night vision (from Dithmenos & Yredelemnul).
 
*The [[Confusing Touch]] spell grants +0 to +(DEX-1).
 
*The [[Confusing Touch]] spell grants +0 to +(DEX-1).
**Being in the following forms grant bonuses:
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*Being in the following forms grant bonuses:
***[[Statue Form]]: 0 to +8
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**[[Statue Form]]: 0 to +8
***[[Dragon Form]]: 0 to +9
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**[[Dragon Form]]: 0 to +9
***[[Necromutation|Lich form]]: 0 to +9
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**[[Necromutation|Lich form]]: 0 to +9
***[[Ice Form]]: 0 to +9
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**[[Ice Form]]: 0 to +9
***[[Spider Form]]: 0 to +9
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**[[Spider Form]]: 0 to +9
***[[Bat Form]]: 0 to +11
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**[[Bat Form]]: 0 to +11
***[[Blade Hands]]: 0 to +11
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**[[Blade Hands]]: 0 to +11
***[[Fungus Form]]: 0 to +9
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**[[Fungus Form]]: 0 to +9
***[[Tree Form]]: 0 to +9
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**[[Tree Form]]: 0 to +9
***[[Wisp Form]]: 0 to +9
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**[[Wisp Form]]: 0 to +9
  
==Monster To Hit (Melee)==
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==Monster To Hit==
 
A monster's to hit is calculated as follows:
 
A monster's to hit is calculated as follows:
  
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*A [[confused]] monster gets -5.
 
*A [[confused]] monster gets -5.
 
*A monster attacking a [[Corona|backlit]] defender gets +2 to +9.
 
*A monster attacking a [[Corona|backlit]] defender gets +2 to +9.
*A monster attacking an invisible target suffers a 35% penalty to its to hit number.
+
*A monster attacking an invisible target (when they cannot see invisible) suffers a penalty to its to hit number, 35% in melee and 50% at range.
  
==Monster To Hit (Ranged)==
 
Ranged attacks ("beams", to use the game's internal terminology) have a to hit number, just like melee attacks do. This is modified as follows:
 
*If you are invisible and the attacker can't see invisible, the to hit number is halved.
 
*If you have [[Repel Missiles]], the to hit number is reduced ''by'' a random number between 0 and 1/2 of its value (rounded down).
 
  
 
==References==
 
==References==

Latest revision as of 23:08, 30 April 2025

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

To hit (short for 'chance to hit') is the probability that an attack will hit a target. It is one of the two key factors in determining the success of an attack, the other being damage.

The to hit can be calculated for melee and ranged attacks, and is calculated differently for players and monsters. The largest factors for players are weapon (or unarmed) skill and fighting skill - with good training on both skills and decent dexterity, it should be rare to miss most targets.

To-hit vs EV

The higher an attack's to-hit is compared to the opponent's evasion, the more likely the attack is to land:[1]

  • 2.5% of the time, the attack misses regardless of the attack's to-hit or the defender's EV.
  • 2.5% of the time, the attack hits regardless of the attack's to-hit or the defender's EV.
  • Else, the game checks if 1d(to-hit + 1) - 1 ≥ 2d(2 * EV - 1)/2. If this equation is true, then the attack hits. Otherwise the attack misses.

Player To Hit (Weapons)

The player's to-hit in melee and ranged combat is determined by the following factors:

Base Value

  • Start with 14 + dex/2 + 1d(Fighting + 1).

Weapons

  • Add 1d(weapon skill + 1) -1 (number from 0 to weapon skill).
  • Add weapon base accuracy. (Unarmed has +2, or +4 with Claws)
  • Add weapon enchantment and any slaying bonuses.

Other modifiers

  • If in wisp, fungus, pig, or non-vampire bat form, add [1d(XL * 100 + 100) / 100] - 1 instead of using your weapon skill above.
  • Subtract 5 for vertigo.
  • If you have the eyeballs mutation, add 2 * eyeballs_level + 1

The Roll

  • Take this total and roll 1d(total) - 1.

Post Roll

Monster To Hit

A monster's to hit is calculated as follows:

Base Value

The base value is 18.

Hit Dice

Monsters with the Fighter class flag get a bonus of +(2.5 * HD). Other monsters get +(1.5 * HD). Decimals are rounded down.

Situational Modifiers

  • An aquatic monster "using the terrain to its advantage" gets +5.
  • A monster wielding a weapon receives that weapon's inherent and magical to hit modifiers.
  • A confused monster gets -5.
  • A monster attacking a backlit defender gets +2 to +9.
  • A monster attacking an invisible target (when they cannot see invisible) suffers a penalty to its to hit number, 35% in melee and 50% at range.


References

  1. attack.cc:1197 (0.30.0)