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View Full Version : Clarification with regards to critical hit chance stacking



grayswandir
07-21-2016, 03:55 AM
How does critical hit chance stack? Is each source of increased critical hit chance rolled independently, or are the chances all added to one another? I've investigated this issue by looking through various pages in the forum and the Improved Guidebooks. However, they all have minor contradictions.

This is what I interpreted this particular version Improved Guidebook (http://adomgb.sweb.cz/adomgb-0-7.html#077) to say: Each source of critical hit chance adds upon one another. For example, a character with Find Weakness 100, RotMC, and Bracers of War would have 5% (base critical chance) + 20% (Find Weakness 100) + 8% (Bracers of War) + 16% (RotMC) for a total of 49% critical hit chance, without the Lucky trait factored in. I assumed the Improved Guidebook meant it was additive due to the fact that it said, "Base chance is 5%, but Luck modifies this slightly. Murderous weapon doubles this chance. Then add the following:.." Correct me if I misinterpreted it, please.

Now, from a different Improved Guidebook (https://students.mimuw.edu.pl/~ak320770/adomgb/adomgb-0-12.html) : This one has a slightly different version of critical hit chance stacking, saying that wearables grant only a 50% critical hit chance increase. So, presumably, a character with Find Weakness at 100, RotMC, and Bracers of War would have 5% (base critical chance) + 20% (Find Weakness 100) + 4% (Bracers of War) + 8% (RotMC) for a total of 37% critical hit chance, as opposed to 49%.

Another page, from an archived forum page this time (http://www.adom.de/forums/archive/index.php/t-14396.html) states that each increase to critical hit chance is rolled separately, but the increased critical hit chance from wearables remains at full potency. According to this forum page, a character with Find Weakness at 100, RotMC, and Bracers of War would have a ~41% chance of a critical with every hit.

There are a few other sources regarding this subject, but I can't find them again.

Which one is right? Are any of them right? Thanks in advance for elucidating me.

Soirana
07-21-2016, 04:24 AM
Which one is right? Are any of them right? Thanks in advance for elucidating me.
Well, you need a decent sample tests t o prove one formula vs other. I wish someone did that, cause I certainly do not plan doing it myself.

IGB is mostly copy over of rumors/research/whatever, I would not call it reliable source on anything.

Halving part, IIRC, happens on missile attacks. Well, again missiles believe lower bonus from find weakness too. Weapon bonus applies to that weapon attacks only (offhand bloody dagger does not contribute to main hand attack and stuff like that).

Currently it is more or less believed that crit bonuses are rolled independently.
So, FW at 100, bloddy dagger goes like that:
5% natural roll, 20% FW, 50%weapon
1-(1-0.05)(1-0.2)(1-0.5)[calculate chance off all them failing and subtract that from 1 to get prob of at least one rolling in]
1-0.95*0.8*0.5 = 0.62 ==> 62%
(if it was additive roll chance was 75%)

According to sorear in 1.1.1 stuff like BoW or kitty ring were not working properly. Which means you would get bonus from BoW only if you were bashing monster with it. I am not sure if this was fixed later on.
(p.s. sorear writings o n topic -- http://www.it-is-law.com/adom/index.php?title=Combat)

Carter
07-22-2016, 08:06 AM
the wearables crit was fixed awhile back