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Ranged accuracy: Dexterity, Blind and enemy evasion

Updated for Release 1.0.5

A displayed ranged attack value is reduced by the target’s Evasion and ranged-only evasion. A Ranger can exceed 100 before that subtraction and still miss.

Seven Dexterity plus ten accuracy points becomes 55 percent against 25 enemy Evasion.
Original mechanic diagram.

Apply the target’s defenses

Ranged hit chance is Dexterity × 10 + ranged bonuses − enemy Evasion − enemy ranged evasion. Blind subtracts another 50 points. These are flat points: Blind does not halve the result.

With 7 Dexterity and +10 ranged hit, the starting value is 80. Against a Wrathclaw with 25 Evasion it becomes 55%. Against a Boneblade with 30 ranged-only evasion it becomes 50%. Against a Grassfang with 50 Evasion and another 20 against ranged, it becomes 10%.

The calculator has these enemy presets and allows manual defenses for another target. Values at or below zero cannot hit; values at or above 100 cannot miss.

Melee and spells use different rules

Melee begins at 100 plus melee bonuses, then subtracts general and melee-only evasion. Dexterity does not increase that initial melee hit chance. The same Warrior hits the three example enemies at 75%, 100% and 40% respectively before Blind or other modifiers.

Damage spells skip this hit roll. Their status effects can still fail their separate rolls or meet an immunity. Switching to a spell against an evasive enemy can therefore solve a weapon-accuracy problem without raising Dexterity.

When the number looks sufficient

Check the target type before replacing the bow. Skeletons have ranged-specific evasion; some other targets have much larger general evasion. A hit bonus that guarantees accuracy against one enemy may still leave misses against another.

On a Raven, Photosensitive Eyes removes 20 ranged hit-chance points and Twisted Balance removes 5. Backseat Parasite can send an attack toward a different enemy, so the selected enemy’s defense may not describe the resulting attack.

Helmet of Lucky Farsight adds 20 ranged hit-chance points and grants a second roll after a missed ranged attack. If the resulting first-roll chance is 55%, two independent attempts give 1 − 0.45² = 79.75% chance to hit. That calculation assumes the same target and modifiers for both rolls; it does not increase the damage of a landed projectile.

The calculator offers the reroll separately so it is not silently assumed for every Ranger.

Sources

  1. VoidEngineer’s current player guideCurrent skill tables, equipment requirements and extracted combat rules; updated November 12.
  2. Official patch 1.0.5Current release fixes and recovery changes.

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