Difference between revisions of "Hit Chance modifiers"
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* 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''' | ||
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| [[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 | + | | [[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 | ||
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|- | |- | ||
| [[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 || | + | | [[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 | ||
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|- | |- | ||
| [[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]] | ||
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| [[knife]] || Melee weapon || '''2''' || Always || || | | [[knife]] || Melee weapon || '''2''' || Always || || | ||
|- | |- | ||
− | | [[Boxing coach]] || | + | | [[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
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 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 |