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  • Hit Rate
  • Hit rate
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  • Hit Rate is the effective chance of a skill hitting its intended target. It is a recurring stat, both as a term used in the acctual engine, as well as to describe the effective outcome of the engine's calculation. In RPG Maker, the Hit Ratio is a simple percentual value assigned to skills, determining the chance of wether they don't miss. If they do not miss, the target may still perform a succesful feat of Evasion from the skill (with the chance of evasion again being simply a percentual value in the code entries of enemies, as well as on equipment the player can wear).
  • 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
  • Hit Rate is a combat stat that influences an attacking unit's probability of landing a successful weapon-, magic-, or staff-based hit. It is a subtotal value that is used in conjunction with other factors, such as the defending unit's avoid rate or weapon triangle effects, to determine the attacking unit's overall battle accuracy.
  • Hit rate refers to the percentage chance that a shot fired will hit its intended target. This is one of the factors in determining a unit's damage per second. Hit rate is not the same as accuracy, which only takes into account the aiming of a weapon at the moment it is fired. Unlike most RTSes, Supreme Commander models the trajectory and behavior of each firing of each weapon. Because of this design, hit rate depends on many factors:
  • Hit Rate, also called Accuracy, is a game mechanic in Xenoblade Chronicles. It is the probability of an attack hitting its target. The Hit Rate for physical attacks (icluding Auto Attacks) is based on Agility, Level, armour weight, and tension. The Hit Rate for ether attacks is similar, but ignores agility and armour weight, and the level difference modifier is more moderate. Physical Hit Rate (%) = 100 + (Level modifier) + (Art level x 5) + (Agility difference) - (Weight / 4) Ether Hit Rate (%) = 100 + (Level modifier) + (Art level x 5)
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abstract
  • Hit Rate is the effective chance of a skill hitting its intended target. It is a recurring stat, both as a term used in the acctual engine, as well as to describe the effective outcome of the engine's calculation. In RPG Maker, the Hit Ratio is a simple percentual value assigned to skills, determining the chance of wether they don't miss. If they do not miss, the target may still perform a succesful feat of Evasion from the skill (with the chance of evasion again being simply a percentual value in the code entries of enemies, as well as on equipment the player can wear).
  • Hit rate refers to the percentage chance that a shot fired will hit its intended target. This is one of the factors in determining a unit's damage per second. Hit rate is not the same as accuracy, which only takes into account the aiming of a weapon at the moment it is fired. Unlike most RTSes, Supreme Commander models the trajectory and behavior of each firing of each weapon. Because of this design, hit rate depends on many factors: * Weapon accuracy * Terrain * Passive defenses (shields and walls) * Active defenses (TMDs, SMDs, etc) * Tracking effectiveness (Missiles and torpedos that home in on targets) * Maneuverability of the target * Turret aiming speed * Area of effect Bullets and munitions travel in arcs, lasers follow straight lines, missiles track targets, and so on. Any of these may collide with terrain or unintended targets. Although projectile weapons are automatically aimed such that they lead their target, the target may change course while the projectile is on its way. Missiles that change course to track their targets may not be fast or maneuverable enough to catch their prey every time. Successful players must keep in mind how the terrain and scenario affect the hit rates of their units, which affects their damage per second, and change their tactics accordingly.
  • 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
  • Hit Rate, also called Accuracy, is a game mechanic in Xenoblade Chronicles. It is the probability of an attack hitting its target. The Hit Rate for physical attacks (icluding Auto Attacks) is based on Agility, Level, armour weight, and tension. The Hit Rate for ether attacks is similar, but ignores agility and armour weight, and the level difference modifier is more moderate. Physical Hit Rate (%) = 100 + (Level modifier) + (Art level x 5) + (Agility difference) - (Weight / 4) Ether Hit Rate (%) = 100 + (Level modifier) + (Art level x 5) Level modifier is based on the difference between the attacker's and the target's level; see the table below. Art level is the art's level, 5 for arts that cannot be leveled, or 0 for auto-attacks. Agility difference = (attacker's agility) - (target's agility) Weight is the total weight of all armour, taking into account any skills that reduce the weight. * Low tension: subtract 50 from the hit rate. * Very Low tension: hit rate is 0%. * Calculated hit rate < 10%: The actual hit rate will be somewhat higher than calculated, and will not reach zero unless tension is very low. * Melia's "Enlightenment" skill: The level modifier for ether attacks is divided by 2. * Enemy inflicted with Topple, Daze, or Sleep: Hit Rate is 100%.
  • Hit Rate is a combat stat that influences an attacking unit's probability of landing a successful weapon-, magic-, or staff-based hit. It is a subtotal value that is used in conjunction with other factors, such as the defending unit's avoid rate or weapon triangle effects, to determine the attacking unit's overall battle accuracy.