Combat Formulas¶
How hit chance, melee damage and spell interruption are calculated.
Note
Numbers marked default come from in-game balance controllers and can be changed by staff.
Hit chance¶
chance = (attack skill + 50) / ((defense skill + 50) × 2)
chance × (1 + Hit Chance Increase %)
- Attack skill is your weapon's skill (Swords, Macing, Fencing, Archery, Wrestling…). The Battle Lute uses Musicianship.
- Defense skill is the defender's weapon skill the same way.
- Bards: if you have at least two of Musicianship, Peacemaking, Provocation and Discordance at 10+, the average of those skills (max 100) is used instead whenever it is higher.
- Hit Chance Increase counts double against monsters.
- PvM runes: Hit Chance raises your chance against monsters; Evasion lowers the chance to be hit (outside PvP).
- Monsters use Wrestling when it is higher than their weapon skill, and stronger monsters get a flat accuracy bonus. Legendary monsters gain +5% accuracy per nearby attacker.
Melee damage¶
Base damage is the weapon's damage roll. Two-handed weapons in PvM roll toward the high end of their range. The bonuses below are then added together and applied to the roll.
| Source | Bonus |
|---|---|
| Tactics | 0 = −50%, 50 = no change, 100 = +50%, 120 = +70%. Counts as 100 max in PvP. |
| Anatomy | +1% per 5 points, plus +10% at 100 or more (120 Anatomy = +34%) |
| Strength | +1% per 5 Strength |
| Lumberjacking (axes) | +1% per 5 points, max +20% (half for one-handed axes) |
| Mining (bashing weapons) | +1% per 5 points, max +20% (half for one-handed) |
| Fletching (ranged weapons) | +1% per 5 points, max +20% (half for one-handed) |
| Begging (slashing weapons) | +1% per 5 points, max +20% |
| Weapon quality | Mastercrafted +30%, Exceptional +20%, Superior +10%, Low −10%, Decrepit −20%, Ruined −30% (max +20% in PvP) |
Damage is then halved when the target is a player, and creature damage is always halved.
Battle Lute¶
The Battle Lute replaces the skill bonuses: Provocation works like Tactics, Discordance like Anatomy and Peacemaking like Strength, plus quality. In PvP each bard skill counts as 100 max.
Spell interruption (fizzle protection)¶
When you take damage while casting, three separate rolls can save your spell. The spell is only interrupted if all three fail.
| Roll | Formula | Max |
|---|---|---|
| Protection spell | (Evaluating Intelligence + Meditation + Inscription) / 4, Inscription counts as 120 max (100 in PvP) | 75% |
| Focus (PvM only) | Focus × 0.6 + Aero mastery (5–20% default) + item Focus (armor + clothing + runes, max 50% default) | 75% |
| Casting Focus | Casting Focus item property + fish pie (max 12%) + Inscription / 20 | 18% |
Best possible protection:
- PvM: about 95%
- PvP: about 80% (no Focus roll)
Always uninterruptible: wands, and first-circle Magery on Felucca.