by Jabbo » Tue Jun 28, 2005 6:38 am
Ok, it's not THAT complicated. There's a Poise ratio of enemy Poise divided by character Poise. If the enemy has twice as much Poise as you, it will be 2. If it's 3 times as much, it will be 3. If it's 25 times as much or more, it will be 25.
If the Poise ratio is 1, then a weapon's listed Hit Rate will be the actual probability that your weapon hits. In Rhue's case, a weapon is a sword aura. A weapon's Hit Rate will be equal to 100% - Hit Rate, because if it has a 1% chance of hitting, it has a 99% chance of missing.
If the Poise ratio is 2, then a Hit Rate will be reduced by Miss Rate times Hit Rate. Since we're dealing in percentages here, that means it's reduced by a Miss Rate percentage of your Hit Rate. So if your weapon has a 75% Hit Rate and a 25% Miss Rate, and the Poise ratio is 2, then your Hit Rate will no longer be 75%, it will be 75% - 75%x25%, or 75% minus 25% of 75%, or 56%.
For every additional point of Poise ratio, that subtraction occurs again, using the original Hit and Miss rates (basically the same number is subtracted). If Poise ratio of 2 decreased the Hit Rate by 10%, a Poise ratio of 3 would decrease it by an addition 10%, or a total of 20%.
So, I made a formula out of that. Hit Rate - Poise Ratio x Hit Rate x Miss Rate. Or... Original Hit Rate - Number of Subtractions x Miss Rate% of Hit Rate.
And even the above seems more complex than it actually is. It's really a simple pattern once you understand it. As far as me being "Einstein the 2nd," uh, no. There are people on these forums much better than math than I am who probably could have figured it out a lot quicker.
I swear, 9 times out of 10, when I type "ratio," it comes out as "ration" and I have to go back and correct it. And even when I concentrate on getting it right my finger moves over the n when I'm done. Bah.