# To-hit

Contents:

## Physical Weapon To-Hit Chance

With each attack, calculations ensue to determine whether or not you can land one or more hits. To do this, there are three factors at play: weapon Base Chance To-Hit (BTH), Weapon Plus To-Hit (PTH), and the Dexterity (DX) ratio. Remember that various things can reduce your effective DX or PTH. All calculations represented are based on your effective values (ie, after all effects/bonuses such as Evasion or ranged penalties are calculated).

• First there is the Weapon Base Chance To-Hit, or BTH . 1-Handed Melee Weapons have a 60 Base To Hit while 2-Handed Melee Weapons have a 40 Base To Hit. The Base To Hit for Ranged weapons varies per weapon and is listed on the Weapons page as well as on every specific Ranged Weapon entry page. Despite the name, BTH is not added directly to CTH.

• Second there is the weapon Plus To-Hit (see: PTH for more details). Each plus on the weapon adds 1% to your total chance to hit (CTH). Keep in mind that each plus on Displacement Boots and each point of Evasion will subtract one from your PTH (and thus subtract 1% from your CTH). For purposes of the following equations, PTH will be shortened to just P.

• Third, there is the DX ratio. This value, henceforth referred to as R, is calculated as Attacker DX/Defender DX.

• After calculating DX CTH from BTH and R, add PTH and subtract the target's modified Evasion effect (from skill-boosting gear or Displacement Boots). As of September 2008, if the result is below min(BTH, DX CTH) (not supported by exact numbers, more testing needed), cap it there instead. Finally, if the target has an Amulet of Invisibility, subtract 20, regardless of the previous result. The resulting number is the final CTH in the current combat round.

" "

• For bows, an archery of 0.0 results in 20% of the BTH and PTH, scaling linearly to 100% at 1.0.

## Using Ranged Weapons during Melee Rounds

Ranged weapons suffer from various additional penalties when used in Melee Rounds:

• 80% penalty to weapon PTH, weapon BTH, and minion Dexterity for Slings. NOTE : the PTH reduction is multiplicative. If you have, for instance, a (+200) sling, you will have a +40 PTH, not +120.
• 60% penalty to weapon PTH, weapon BTH, and minion Dexterity for Bows.
• 40% penalty to weapon PTH, weapon BTH, and minion Dexterity for Crossbows.

• The DX reduction also makes it much more likely to be hit by enemy physical damage users.
• Bows fire only every other round of melee instead of each round of melee (NOTE//unknown : what other ranged weapons have this particular drawback ?)
• Switching from a ranged weapon to a two-handed melee weapon makes you skip attacking in the first round of melee (UC is not considered a 2h melee weapon)

## DX CTH Calculation

When R < 1, DX CTH = R * BTH. When R > 1, DX CTH = BTH + 100(1 - 1/R^2.2).

Example 1

200K DX +100 Morgul-Hammer wielder vs. 400K DX target with no evasion

``` R = .5
DX CTH = R * BTH
DX CTH = .5 * 40 = 20
CTH = DX CTH + PTH - Evasion
CTH = 20 + 100 - 0 = 120```

Example 2

200K DX +100 Blacksword of Nan Elmoth wielder vs. 400K DX target with +500 Displacement Boots and an Amulet of Invisibility

``` R = .5
DX CTH = R * BTH
DX CTH = .5 * 40 = 20
CTH = DX CTH + PTH - Evasion
CTH = 118 + 100 - 500 = -282.  The minimum here is min(DX CTH, BTH) = 20.
CTH = 20
Target is wearing AoI, so CTH = 20 - 20 = 0```

Example 3

800K DX +100 Blacksword of Nan Elmoth wielder vs. 400K DX target with +500 Displacement Boots and an Amulet of Invisibility

``` R = 2
DX CTH = BTH + 100(1 - 1/R^2.2)
DX CTH = 40 + 100(1 - 1/2^2.2) = 118.2 = 118
CTH = DX CTH + PTH - Evasion
CTH = 118 + 100 - 500 = -282, which is below 40
CTH = 40
Target is wearing AoI, so CTH = 40 - 20 = 20```

Example 4

500K DX +200 Elven Long Bow user vs. 200K DX target with no evasion in melee

``` DX = .4 * DX = 200K
BTH = .4 * BTH = 40
PTH = .4 * PTH = 80
R = 1
DX CTH = R * BTH
DX CTH = 1 * 40 = 40
CTH = DX CTH + PTH - Evasion
CTH = 40 + 80 = 120```

Example 5

200K DX +200 Elven Long Bow user vs. 200K DX target with no evasion, .5 archery

``` BTH = (.2 + .5 * .8) * BTH = 60
PTH = (.2 + .5 * .8) * PTH = 120
R = 1
DX CTH = R * BTH
DX CTH = 1 * 60 = 60
CTH = DX CTH + PTH - Evasion
CTH = 60 + 120 = 180```

last edited by iBananco at Feb 15 2010 - Edit To-hit