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Hit calculation system

Posted: Tue Sep 21, 2021 7:58 pm
by Heraph
Hi there,
i hope i did not just miss this in the wiki:
How is hit calculation done? Following i present some more likely calculation scenarios. Which one is the one in RoR?
If clarification is required please do not hesitate to ask for it.

Code: Select all

The example assumes a defendable melee hit. Defense as per stats are 20% block, 50% parry and 10% being critically hit.

#1 Block & Parry parallel. Crit part of initial hit roll.
-> Block 20%
-> Parry 50%
-> Crit 10% of hit tries thus effectively 10% of all swings
0---------------------------------------------100
<--BLOCK--><-----PARRY-----><----HIT----><-CRIT->
    20%           50%             X%        10%
	  
#2 Block & Parry parallel. Crit part of resulting hit roll.
-> Crit 10% of actual determined hits (HIT_1) thus effectively 3% of all swings
0---------------------------------------------100
<--BLOCK--><-----PARRY-----><-------HIT_1------->
    20%           50%       <----HIT----><-CRIT->
                                  X%        10%

#3 Block & Parry sequential. Crit part of resulting hit roll.
-> Block 20%
-> Parry 50% of the 80% not blocked (HIT_1) -> Effectively 40%
-> Crit 10% of the not blocked and not parried hits (HIT_2) thus effectively 4% of all swings
0---------------------------------------------100
<--BLOCK--><---------------HIT_1---------------->
     20%   <-----PARRY-----><-------HIT_2------->
                  50%       <----HIT----><-CRIT->
                                  X%        10%

Re: Hit calculation system

Posted: Wed Sep 22, 2021 12:34 am
by Bloodmasked
it wouldn't matter if you could crit a blocked attack or not

Re: Hit calculation system

Posted: Wed Sep 22, 2021 1:33 am
by abezverkhiy
Bloodmasked wrote: Wed Sep 22, 2021 12:34 am it wouldn't matter if you could crit a blocked attack or not
This is not what he asked about. His question is about effective probabilities.

To OP:
I think number 3 is closest to reality. I remember reading somewhere that we have 2 checks - block or not and then everything else. But please do not quote me on that it was very long time ago.

What I would do - I remember Luth was very active in theorycrafting threads so send him a tell and ask him to visit this thread and tell us the answer. Or check links in Lilim's signature - there is wealth of info, there could be an answer to your question too.

Re: Hit calculation system

Posted: Wed Sep 22, 2021 6:39 am
by BluIzLucky
Yes, 3

Re: Hit calculation system

Posted: Wed Sep 22, 2021 8:33 am
by GamesBond
I'll double check everything with Dalen and we can have a page on the wiki for the hit calculation np, thanks for the suggestion

Re: Hit calculation system

Posted: Wed Sep 22, 2021 2:05 pm
by Heraph
Thank you for your replies, the directions to the think-tanks and even management being involved.
I'd very much like a post about that as it will influence my opinion about gear priority. Thanks!

The question arose when I hit 30% block and 70% parry on my tank and wondered if I should bother at all about futile strikes or not.

Re: Hit calculation system

Posted: Wed Sep 22, 2021 2:39 pm
by Grock
Heraph wrote: Wed Sep 22, 2021 2:05 pm Thank you for your replies, the directions to the think-tanks and even management being involved.
I'd very much like a post about that as it will influence my opinion about gear priority. Thanks!

The question arose when I hit 30% block and 70% parry on my tank and wondered if I should bother at all about futile strikes or not.
Block and parry definitely dont "add up" together, and iirc block is calculated before other defence types.

Outside of that there are abilities that can debuff or ignore your block & parry, as well as the fact that parry & block only work in front, so every attack coming from behind will ignore them completely. As such having other defence types is still necessary.

Re: Hit calculation system

Posted: Wed Sep 22, 2021 7:12 pm
by BluIzLucky
All tanks has to deal with ranged, 30% block before block reducers is gonna mean that a lot will go through.
Then against melee you have to worry about backstabbers (cone of block/parry is fairly small, think something like 90°).

Then on destro you have to worry about 25-75% block/parry ignore (Slayers in particular).

FS is not your only choice, figure out where most of the damage or deadly dmg is coming from, if it's from 2xWH/WE jumping you, maybe stack some more FS/TB.

as a deftank SM I often take Hardy Concession over FS because bubbles+avoidance leaves little room for crit.