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Originally Posted by Arawethion,January 13th, 2006 @ 2:02PM
The big question still missing here is chance to hit (or miss). How is it affected by level and skill (and anything else)?
Also, do chance to miss, dodge, block, and parry all stack additively? Can any melee user with a combat log parser confirm this?
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Well, first of all, miss is supposed to be purely player based, unlike dodge, whatever is being attacked is irrelevant. Basic attacks (one-handed and two-handed) versus an equal level monster is 5% chance to miss. This is increased to 24% when dual-wielding, but instant attacks (unsure about on-next-hit) retain the 5% miss rate.
For dodge/parry/block, each point in defence over your opponent's weapon skill adds a 0.04% modifier.
The way that I have seen crit/hit/miss shown (from player perspective) is that it exists within a bar,
---------------------------------------------------------------------
| Hit | Crit |
---------------------------------------------------------------------
It's like rolling a D20 in D&D; below a certain threshold you're missing (or if your DM is an ass, cutting off your own feet :angry: ), otherwise you hit normally, and if you're lucky, you crit.
Based on the above, and since Blizzard is unlikely to design two completely seperate combat calculation systems, I would assume it acts something like this:
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| Parry | Dodge | Block | Get Hit |
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Of course, Parry and Block are reliant on being able to, ie: having a shield and training in parry or getting it via talents.
One last thing to note is that all special effects; parry, block, dodge and crit are calculated as a portion of misses. Even if you missed the monster, you might still have rolled a critical. This just means that your critical strike missed. It sounds silly, but this is from the
mouth of a CM.