Difference between revisions of "Hit Chance modifiers"

From Twilight Heroes Wiki
Jump to: navigation, search
m (Yearly talisman)
m (Sophocle's bifocles)
 
(6 intermediate revisions by 2 users not shown)
Line 2: Line 2:
 
* To-hit is compared to [[Dodging modifiers|dodge]] to determine if an attempted hit lands or misses.
 
* To-hit is compared to [[Dodging modifiers|dodge]] to determine if an attempted hit lands or misses.
 
* According to the [[Combat (manual)|manual]], each character has a basic to-hit ability, determined by class and level. This is modified by [[Reflexes modifiers|Reflexes]] and to-hit modifiers.
 
* According to the [[Combat (manual)|manual]], each character has a basic to-hit ability, determined by class and level. This is modified by [[Reflexes modifiers|Reflexes]] and to-hit modifiers.
* Amounts for [[Skills]] are affected by S, the number of {{skillPoint}}s invested in the skill.  
+
* Amounts for [[Skills]] are affected by S, the number of {{skillPoint}}s invested in the skill.
{| cellpadding="3" cellspacing="0" border="1" align="center" style="text-align:center" class="sortable"
+
{| cellpadding="3" cellspacing="0" border="1" align="center" style="text-align:center" class="sortable"
 
|- style="background-color:#EFEFEF"
 
|- style="background-color:#EFEFEF"
 
! '''Source''' !! '''Source type''' !! '''Increase''' !! '''Duration''' !! '''Requirements''' !! class="unsortable"|'''Notes'''
 
! '''Source''' !! '''Source type''' !! '''Increase''' !! '''Duration''' !! '''Requirements''' !! class="unsortable"|'''Notes'''
Line 71: Line 71:
 
| [[B.L.ighT. gun]] || Ranged weapon || '''10''' || Always || Level 14 || +6% chance of critical hits.
 
| [[B.L.ighT. gun]] || Ranged weapon || '''10''' || Always || Level 14 || +6% chance of critical hits.
 
|-
 
|-
| [[badger gauntlets]] || Gloves || '''10''' || Always || Level 5 || for Naturalists only<br>+10 melee damage - for Naturalists only
+
| [[badger gauntlets]] || Gloves || '''10''' || Always || Level 5<br>[[Naturalist]] || +10 melee damage - for Naturalists only
 
|-
 
|-
 
| [[Blue Elsa's blue blade]] || Melee weapon || '''10''' || Always || Level 5 || +10% offense
 
| [[Blue Elsa's blue blade]] || Melee weapon || '''10''' || Always || Level 5 || +10% offense
Line 88: Line 88:
 
|-
 
|-
 
| [[ion beamer]] || Ranged weapon || '''10''' || Always || Level 8 || +10 fire damage
 
| [[ion beamer]] || Ranged weapon || '''10''' || Always || Level 8 || +10 fire damage
 +
|-
 +
| [[quadrident]] || Ranged weapon || '''10''' || Always || Level 6 ||
 +
|-
 +
| [[Sophocle's bifocles]] || Accessory || '''10''' || Always || Level 5 || Allows soul gazing
 
|-
 
|-
 
| [[three-speed bicycle shorts (second gear)]] || Pants || '''10''' || Always || Level 5 || -10 seconds to the duration of each turn<br>Regenerates HP as a function of level  
 
| [[three-speed bicycle shorts (second gear)]] || Pants || '''10''' || Always || Level 5 || -10 seconds to the duration of each turn<br>Regenerates HP as a function of level  
 
|-
 
|-
| [[ultra-visor]] || Helmet || '''10''' || Always || Level 12 || Improved computer interaction
+
| [[ultra-visor]] || Helmet || '''10''' || Always || Level 12 || Your software triggers more consistently
 
|-
 
|-
 
| [[xentrium axe]] || Melee weapon || '''10''' || Always || Level 14 || +10% to initiative
 
| [[xentrium axe]] || Melee weapon || '''10''' || Always || Level 14 || +10% to initiative
Line 107: Line 111:
 
| [[glob of tar]] || Offhand Item || '''6''' || Always || ||
 
| [[glob of tar]] || Offhand Item || '''6''' || Always || ||
 
|-
 
|-
| [[Lightning's floppy hat]] || elmet || '''6''' || Always || Level 8 || +6% electric resistance
+
| [[Lightning's floppy hat]] || Helmet || '''6''' || Always || Level 8 || +6% electric resistance
 
|-
 
|-
 
| [[Cape Kennedy cape]] || Accessory || '''5''' || Always || Level 16 || +5 dodging ability
 
| [[Cape Kennedy cape]] || Accessory || '''5''' || Always || Level 16 || +5 dodging ability
 +
|-
 +
| [[centispeed]] || Transportation || '''5''' || Always || || +5 Intellect
 
|-
 
|-
 
| [[Distroed]] || Effect || '''5''' || 65 minutes || || Gained from [[There's a Blog.Org for This]]
 
| [[Distroed]] || Effect || '''5''' || 65 minutes || || Gained from [[There's a Blog.Org for This]]
Line 125: Line 131:
 
| [[knife]] || Melee weapon || '''2''' || Always || ||  
 
| [[knife]] || Melee weapon || '''2''' || Always || ||  
 
|-
 
|-
| [[Boxing coach]] || Sidekick || '''?''' || 60 minutes || || Obtained from [[gym membership card]]
+
| [[Boxing coach]] || Companion || '''?''' || 60 minutes || || Obtained from [[gym membership card]]
 
|-
 
|-
 
| [[glass gauntlets]] || Gloves || <font color="red">'''-4'''</font> || Always || Level 3 || Successful hit weakens opponents (by 3 points)
 
| [[glass gauntlets]] || Gloves || <font color="red">'''-4'''</font> || Always || Level 3 || Successful hit weakens opponents (by 3 points)

Latest revision as of 11:10, 6 December 2015

Rakes-trowel.gif This page contains some non specific data which NEEDS SPADING:
How does base to-hit depend on class and level? How does Reflexes affect it? How does randomness come into the picture?
  • To-hit is compared to dodge to determine if an attempted hit lands or misses.
  • According to the manual, each character has a basic to-hit ability, determined by class and level. This is modified by Reflexes and to-hit modifiers.
  • Amounts for Skills are affected by S, the number of Skill-point.gif skill points invested in the skill.
Source Source type Increase Duration Requirements Notes
Maul of the Cave Bear Naturalist Combat Skill 15% + S%,
Min 20 + S
One attack Level 16 multiple 3 + (S/5) weapon damage
Gungnir's Charm Talisman 20% Always Level 40 +20% offense
Unlocks Heartpiercer
-20% defense
Misericorde of the Squid Melee weapon 20% Always Level 40 Successful hit weakens opponents.
+6% chance of critical hits.
N'Gah-Kthun's Lancer Ranged weapon 20% Always Level 55 +3 extra attack(s) per turn.
+20 fire damage
+2% chance of critical hits.
Angriest Man's Squeezeball of Rage Talisman 10% Always +30% Strength
+20% to your maximum Hit Points
-15% defense
bat out of Hell Melee weapon 10% Always Level 10
foil foil Melee weapon 10% Always Level 4 +10% dodging ability
foxy caped suit Full-body suit 10% Always Grants wearer the ability for super jumps
+5% Reflexes
-10 seconds to the duration of each turn
Chance of stunning opponents if you win initiative
long knife Melee weapon 10% Always Level 10 Successful hit weakens opponents (by 5 points)
needler Ranged weapon 10% Always Level 9
New Amsterdam gloves Gloves 10% Always Level 16 +5% Intellect
Rainbow Eyelets Talisman 10% Always Provides elemental damage as a function of level
+10% to your maximum Hit Points
-20% resistance to all elements
recoil foil rifle Ranged weapon 10% Always Level 5 +10% dodging ability
Reed's Brassard Talisman 10% Always +30% Strength
+20% to your maximum Hit Points
-15% defense
smart shirt Shirt 10% Always Level 12
special wooden cup Talisman 10% Always +15 Melee damage
-15% dodging
+3 XP per combat
Wolfed Out Item 10% 60 minutes Obtained from lupine liquor
+10% Strength
datagun Ranged weapon 5% Always Level 6 +5% weapon damage
gauze rifle Ranged weapon 5% Always Level 9 +3 HP per turn
hatchet Melee weapon 5% Always Level 10 +6 psychic damage
quantum detangler Ranged weapon 5% Always Level 7 +8 damage to positronic robots
quill blade Melee weapon 5% Always Level 12 +10 Melee damage
Trample of the Rhino Naturalist Combat Skill 10 + 2*S + level,
cap 50
One attack Level 10 multiple 2.5 + (S/10) weapon damage
Upgrade Weapons: Frickin' Sharp Gadgeteer Skill 10 + 2*S 30-50 minutes Level 6 Skill points invested in Upgrade Weapons
Duration depends on Improved Tinkering
Charge of the Bovine Naturalist Combat Skill 10 + S + level,
cap 30
One attack Level 2 multiple 1.5 + (S/10) weapon damage
Aura: Vim Psion Skill 10 + S 30 minutes +10 + S dodging ability
Basic Martial Arts Gadgeteer Skill 10 + S Always Level 3
Gyro-matic Item 15 40 minutes Obtained from gyro stabilizer
Mango Madness Item 15 30 minutes Obtained from mango mochi ball
onyx ion stone Accessory 15 Always Level 9
astral spline Melee weapon 10 Always Level 9 +7 Melee damage
B.L.ighT. gun Ranged weapon 10 Always Level 14 +6% chance of critical hits.
badger gauntlets Gloves 10 Always Level 5
Naturalist
+10 melee damage - for Naturalists only
Blue Elsa's blue blade Melee weapon 10 Always Level 5 +10% offense
dauntless gauntlets Gloves 10 Always Level 15 +5% Strength
digital rapier Melee weapon 10 Always Level 3 +5 to initiative
Feeling Your Oats Item 10 90 minutes Obtained from Ceres juice
+10 dodge
Gaul blatter Ranged weapon 10 Always Level 16 +5% to initiative
gold star Accessory 10 Always Increases all stats +1 level:
+5 Strength
+5 Intellect
+5 Refleces
+10 Maximum HP
+10 Maximum PP
+10 offense
+10 defense
+10 dodge
Green Globulin Effect 10 35 minutes Gained from using throwing star - black hole in combat
+10 HP
+10 PP
+10 offense
+10 defense
+10 dodge
ion beamer Ranged weapon 10 Always Level 8 +10 fire damage
quadrident Ranged weapon 10 Always Level 6
Sophocle's bifocles Accessory 10 Always Level 5 Allows soul gazing
three-speed bicycle shorts (second gear) Pants 10 Always Level 5 -10 seconds to the duration of each turn
Regenerates HP as a function of level
ultra-visor Helmet 10 Always Level 12 Your software triggers more consistently
xentrium axe Melee weapon 10 Always Level 14 +10% to initiative
xentrium crossbow Ranged weapon 10 Always Level 14 +10% to initiative
sharpshooter's rifle Ranged weapon 8 Always Level 10
the golem's Glock Ranged weapon 8 Always Level 8 +10 Ranged damage
+1 extra attack(s) per turn
chakram Melee weapon 6 Always Level 8
Feelin' Festive Item 6 30/45 minutes Obtained from pinata
glob of tar Offhand Item 6 Always
Lightning's floppy hat Helmet 6 Always Level 8 +6% electric resistance
Cape Kennedy cape Accessory 5 Always Level 16 +5 dodging ability
centispeed Transportation 5 Always +5 Intellect
Distroed Effect 5 65 minutes Gained from There's a Blog.Org for This
pronged javelin Ranged weapon 5 Always Level 5
super-advanced weapon Ranged weapon 5 Always Level 12 +5 Ranged damage
+5 electric damage
+5% chance of critical hits
+5% chance of weapon fumbles
truepenny blade Melee weapon 5 Always Level 7 +5 Melee damage
large knife Melee weapon 3 Always
robbin' hood Helmet 3 Always Level 3 +3 Ranged damage
+3% chips
knife Melee weapon 2 Always
Boxing coach Companion ? 60 minutes Obtained from gym membership card
glass gauntlets Gloves -4 Always Level 3 Successful hit weakens opponents (by 3 points)
big honkin' hammer Melee weapon -5 Always Level 5 +8 electric damage
coldfinger gloves Gloves -5 Always Level 5 +4% chips
Minion Brand helmet Helmet -5 Always Level 7 +10 defense
lamp post Melee weapon -8 Always Level 8 +10 Melee damage
Gives wearer a slightly brutish appearance.
air tank Accessory -10 Always A component of equipment required to breathe under water.
gigantic sword Melee weapon -10 Always Level 12 -10 to initiative
+10% weapon damage
Gives wearer a slightly brutish appearance
ginormous club Melee weapon -10 Always Level 12 +10% chance of critical hits
Gives wearer a slightly brutish appearance
Concussed Effect -15 45 minutes Obtained from being defeated.
-15 dodging ability
fool's-gold star Accessory -50% Always -50% dodging ability


Modifiers List
Strength modifiers | Intellect modifiers | Reflexes modifiers | HP modifiers | PP modifiers
Hit Chance modifiers | Critical Hit Chance | Fumble Chance | Spell Critical Chance
Initiative modifiers | Offense modifiers | Extra attacks | Stunning
Bonus melee damage | Bonus ranged damage | Bonus spell damage | Bonus elemental damage | Strike-back damage
Damage absorption | Elemental resistance | Dodging modifiers | Defense modifiers
Chips Drop modifiers | Item Drop modifiers | XP modifiers
Skill Cost modifiers | Time modifiers | Foe Toughness modifiers | Combat chance modifiers | Special abilities
HP Regeneration | PP Regeneration