Hit Rate
The Hit Rate Processor determines whether an Effect successfully hits its target.
The Processor resolves Hit Rate values from both the Source Actor and the Target Actor, combines them to produce the final Hit Rate value, and then generates a random number between 0 and 1.
- If the random value is less than or equal to the final Hit Rate, the Effect continues through the processing pipeline.
- Otherwise, the Effect misses and processing is stopped.
The Hit Rate Stat is resolved as follows:
Base Stat (BS) Processors
- For the Target Actor, the Hit Rate Stat is obtained directly from the Target Stat's HitRate_Receiving Relative Stat.
- For the Source Actor, the Hit Rate Stat is obtained from the Source Actor using the Stat Key referenced by the Target Stat's HitRate_Applying Relative Key.
Attribute Stat (AS) / Multi Attribute Stat (MAS) Processors
- For the Target Actor, the Hit Rate Stat is obtained from the Target Actor using the Stat Key referenced by the Attribute Stat's HitRate_Receiving Relative Key.
- For the Source Actor, the Hit Rate Stat is obtained directly from the Attribute Stat's HitRate_Applying Relative Stat, since the Attribute Stat already belongs to the Source Actor.
The resolved Stat must be a Float Stat.
Fields
| Field | Description |
|---|---|
| Applying Hit Rate Key | The Relative Key used to resolve the Source Actor's Hit Rate Stat. |
| Receiving Hit Rate Key | The Relative Key used to resolve the Target Actor's Hit Rate Stat. |
| Missed Result Attribute | The Result Attribute added to the Effect when the hit check fails. This can be used to drive gameplay feedback such as miss animations or UI indicators. |
| Use Applying Conditional Hit Rate Modifier | Enables conditional modification of the Source Actor's Hit Rate value before it is used. |
| Use Receiving Conditional Hit Rate Modifier | Enables conditional modification of the Target Actor's Hit Rate value before it is used. |
| Conditional Modifier | The Conditional Modifier Processor used to modify the resolved Hit Rate values. |
Variations
Ships as BS, AS and MAS — the Hit Rate must be a plain Float Stat (not a Separated list). See the Processor naming scheme.
| Asset | Accuracy belongs to | Use case |
|---|---|---|
BSEffectPreprocess_HitRate | The Target Stat | Effects against Health roll to hit; Effects against Mana always land, because only Health declares a Hit Rate relation. |
ASEffectPreprocess_HitRate | The Attribute Stat | PhysicalAttack can miss against an evasive target, while FireAttack never does. |
MASEffectPreprocess_HitRate | All Attribute Stats, summed | An Effect carrying PhysicalAttack and ThrownAttack sums both Hit Rates, then rolls once. Combining Attribute Stats improves accuracy rather than stacking extra chances to miss. |