Hit Rate

Category:Terminology
Hit Rate or effective accuracy is the ratio of number of attack landed on opponent to the total number of attack attempted in the long run.
: Hit-rate = total attack landed / total attack attempted
===Relation to accuracy and evasion===
* When attacker's total accuracy is the same defender's total evasion, then the expected hit-rate is 75%
: if Accuracy == Evasion → Hit-rate = 75%
* For every 1 increment of attacker's accuracy, attacker's expected hit-rate is raised by 0.5%
:Example:
:Lv33 character fighting an Even Match monster whose evasion is the same as character's total accuracy without enhancements
::Hit rate = 75%
:Once the character uses an item such as a Peacock Charm (accuracy+10), then the expected hit-rate will be:
::Hit rate = 75% + 10 * 0.5% = 80%
===Level Correction===
* When defender has higher level than attacker, then attacker is imposed 4 accuracy penalty for every 1 level difference
:Example:
:*Lv75 character hitting Lv85 monster, where the lv75 character has the same amount of accuracy as Lv85 monster.
::Level difference = 10
::Accuracy Penalty = 4 acc/level * 10 level = 40 accuracy
::Hit-rate = 75% + (-40) * 0.5% = 55%
* When a Player Character attacks a lower level monster, the attacker gains a 4 accuracy bonus per level difference.
:Example:
:*Lv75 character with 375 accuracy fighting a Lv70 monster with 365 Evasion
::Level difference = 5
::Accuracy adjustment = 4 acc/level * 5 level = 20 accuracy
::New player acc = 395 → Player acc - mob evasion = 30
::Hit rate = 75% + 30*0.5% = 90% hit rate (good time to eat meat instead of sushi)
*Summed Up:
:Hit Rate = 75% + (Accuracy - Evasion) x 0.5% + (Attackers Level - Defenders Level) x 2
==See Also==
*Check - Approximation opponent's evasion using /check.