Bio Engineer Archive
Thread: To Hit or To BE Hit (Question)
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SmakU-Awound
Sat Jan 24, 2004 5:39 pm
#1
that is the question.
You can see the To Hit value on any creature and the whole thing about the To Hit, Speed of Attack, and Damage formula.
But, what about the To BE Hit value. Obviously something exists and I don't know what it is. It is harder to hit a rancor than a durni, harder to hit a Level 50 than a level 10. What is this based on? Is there a value out there that spells out the value of a To Be Hit? Is it the same as the To Hit value and it is serving double duty? Is it the Level of the creature? Is it the skin? Can it be manipulated by a BE?
The reason is simple. I've got a Blurg that is level 50, has a .23 To Hit value, and light armor, high HAM, etc. I also have Rancor, level 50, with a .59 To Hit value, light armor.... I see it as my Blurg is not going to hit a high level creature (very much)because of his low To Hit value, but my Rancor is going to hit them all day long. Does theirTo Hit value affect their own ability to be hit by the creature they are fighting?
Little help, please.
Tal-N
Sat Jan 24, 2004 7:38 pm
#2
To be hit is based on your personal accuracy with the weapon and the movement of the mob plus the usual dexterity bonuses. The TO HIT value seens on animals and clones is how accurate they are. Hence 0.94 is 94% accuracy as the base value. This is also why you tend to see slower moving animals with a high To hit than faster ones because it's a bonus to compensate for how slow they walk.
meroc
Sat Jan 24, 2004 8:44 pm
#3
So would a high Dex on a template help the critter dodge more?
I agree with the original poster that there must be some sort of built in "AC" (as in the D&D term "THAC0") ordodge factor, otherwise everything would have the same amount of "defence" and the only thing to effect that would be your "To Hit"...
Tal-N wrote:
To be hit is based on your personal accuracy with the weapon and the movement of the mob plus the usual dexterity bonuses. The TO HIT value seens on animals and clones is how accurate they are. Hence 0.94 is 94% accuracy as the base value. This is also why you tend to see slower moving animals with a high To hit than faster ones because it's a bonus to compensate for how slow they walk.
SmakU-Awound
Sat Jan 24, 2004 11:37 pm
#4
bump. I can't believe this has not been discussed before. It is extremely obvious that some sort of defense is taking place and it is different for different creatures/characters.
Tal-N
Sun Jan 25, 2004 8:48 am
#5
I use the word dexterity simply as a generic reference to defence bonuses gained from various things, for example using rolling or diving shots as a pistoller means you are almost impossible to hit because your defence modifiers drastically increase. As for pets it's not really possible to accuractly measure things like that. I'd imagine that there could be something in there which is effecting things but because there are so many variables it would be nearly impossible to track it. Technically though if the stats for dexterity increase the dodging chances then it'd be exceptionally hard to hit CL100+ mobs however as we all know they're just as easy to hit as others, it's possible that doging and defence bonuses are linked to the bodies not the stats since some species are harder to hit than others we have seen.
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