Cimba wrote:Interesting. Will do the numbers when I'm home. Could you elaborate where the strikethrough chance is factored in?
So... 'strikethrough' just adds to the upper limit of the roll.
Prior to this update, contested avoidance used to be a roll between 0 and 100, and then was calculated using a different, incorrect formula that normally resulted in -6% to 7% base chance to avoid for those who stacked offensive hardcap stats. So avoidance really never happened except when you stacked it with renown, and even then, it was a low base % chance.
Now, for example, let's say the parry from weaponskill on the paperdoll window for our character is 18%. That same formula is used to calculate how much 'contested' parry strikethrough is obtained from strength. Let's assume the attacker has 37% parry strikethrough from strength, as often a player will have higher strength than weaponskill depending on how their talismans are slotted. Remember, the same formula is used to determine strikethough, just like it is used to determine avoidance, just with using a different stat.
Now, the 100 is added to by the 37% strikethrough, resulting in us picking a number between 0 and 137. If that number we pick randomly is greater than or equal to our 18 parry, we assume the attack hits. Otherwise, the attack is parried.
So using that above example, let's say our random number returned is:
4.5 - this will result in a avoid.
19 - this will result in a hit.
18.5 - this will result in a hit.
10 - this will result in a avoid.
129 - this will result in a hit.
As you can see, the probability of striking through goes up depending on the upper portion of the roll. The more strikethrough, the harder it is (but never impossible) to avoid it becomes. This results in better gameplay just because stacking defensive stats becomes viable and it becomes the closest to the old system from live we could get.