RE: Some accuracy tests for combat engine (player targetting monster)
So here is some data as to how various stats and other factors effect the accuracy. every test done on the same monster, with
40/0 ac. As usual all the tests were done with my combat-3 testing char @ 2% enc, but the bottom has other combat-levels.
Obviously as all these factors go up (add up), that total # the game uses of accuracy is then used against the monsters ac
to determine the chance to hit. i believe the monsters chance to dodge is an absolute/constant # and is not altered by your
accuracy.
so, fifty boring 2-3 hour test runs later here it is

Level effects----------- (i tested levels 1-25 with no stat raises, all stats 50/50/50/50/50)---------
lvl: hit%
01: 6
02: 7
03: 8
04: 13
05: 13
06: 17
07: 17
08: 26
09: 41
10: 45
11: 46
12: 48
13: 48
14: 51
15: 52
16: 60
17: 60
18: 63
19: 64
20: 64
21: 64
22: 64
23: 65
24: 66
25: 72
results: non-linear increases for nearly every level with several big unexplained jumps. the numbers are within +/- 1%
agility effects--------- (i tested with same char but everytime at level 10 and increased only agil)-----
agil:hit%
50 : 45
60 : 46
70 : 47
80 : 51
90 : 54
100: 55
results: agil made only a small difference, likely at high levels might be unnoticeable with other factors considered.
a 10% increase with +50 is a pretty small increase overall.
intellect effects------- (i tested with same char but everytime at level 10 and increased only intel)----
int:hit%
50 : 45
60 : 45
70 : 45
80 : 45
90 : 45
100: 45
results: intellect is not a factor in your accuracy.
charm effects----------- (i tested with same char but everytime at level 10 and increased only charm)----
charm:hit%
50 : 45
60 : 45
70 : 45
80 : 45
90 : 45
100: 45
results: charm is not a factor in your accuracy.
str effects------------- (i tested with same char but everytime at level 10 and increased only str)-----
str:hit%
50 : 45
60 : 48
70 : 53
80 : 58
90 : 59
100: 61
results: str is the main contributing stat in your accuracy vs their ac, the str effects seemed to be about 1.5
to 2.0 times the effect agility had in this test
combat-level effects---- (i tested with same char but modified the class for combat-1 to combat-5)-----
combat-level:hit% (again at level 10 with all stats 50)
1 : 08
2 : 26
3 : 45
4 : 56
5 : 66
results: combat-level was the main factor for sure in how well they performed
encumberance effects-----------------------------------------------------------------------------------
i did not run the whole series of tests for this as I'm reasonably sure you gain +1 accuracy (not a true 1%
but a +1) for every 3% or encumberance below 33%, we know this from the coin bug and this is what i have
observed over my active play over the past few years.
note: willpower was not tested as i am positive it is not a factor in your accuracy.
overall results: at least now we know the "ratio" if you will of how important str and agil are as compared to each other,
and although the results werent linear for say agility, which had a 10% gain over +50, you could reduce that down to a 2%
gain per 10, etc. and since we know int and charm arent a factor we can rule those out. as for the level results i hope
you can use this as some sort of a guide to assist in the formula u make, and again all these %'s are going to change vs
a specific monster ac, i did them all against 40 just to show the difference between them. i wish i had better "patterns"
for you to make the formula easier but so many variables involved and with 2 hours a run to stabilize the results it def takes
a lot of time. That being said I am certainly down to run any more tests you think would benefit you.. ie if you want me to
go back and test the level results against a 60 ac monster i could do that, probly every other level though or something to
make it quicker.. you let me know what you need i will try to help ya in any way i can.
as for my opinion on how you build the function, up to you but perhaps one option you could start with a "base" to hit % depending on
the chars combat-level 1 to 5, since that seems to be the main factor, and then the stats/level/enc bonuses and whatever +/- accuracy
are in abilities from gear/spells/etc would then addup and factor in, giving a + or - to that base number, then compare that
against the target's ac to endup with a chance to hit %, once that function is done and in place we can do some test runs with various
chars with real-life gear, one on my board or yours, with the same exact char on the test server and then compare the results.
with a little tweaking should be able to get it to matchup fairly close to the stock mud results since we're using the exact
same char on the exact same test dummy, do this several times with various styles of chars and tweak the test dummies ac
around a little bit each time, it should work out well, just have to make sure each run the remake test char and the stock mud
test char are exactly the same in all stats, level and gear and hitting the same monster.
also remember i mentioned before there is basically a hard-cap in the total accuracy based on combat level, 95-99 for combat-5
(or perhaps no cap), 90-95 for combat-4, 85-90 for combat-3, 80-85 for combat-2, and 75-80 for combat-1
Ravyn ravyn.codered@gmail.com