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Joined: Jul 2014
enthusiast
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It presumably would involve the defender's Defence Rating and the attacker's Offence Rating, and perhaps each of their levels as well. It should be possible to determine these stats on enemies using Loremaster. But how do they actually work? How much of a difference would +10 Defense Rating actually have in the survivability of one's character?

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apprentice
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From experience, I think it is something like that:

chance to hit = offence rating - defence rating + 10 * (attacker level - defenser level)

Joined: Jul 2014
enthusiast
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No, it's definitely not that simple.

It turns out you can't actually detect enemy Defence or Offence Rating with Loremaster, it just gives you the Chance to Hit directly. Perhaps more useful in combat, but less useful for theorycrafting. You can, however, determine the chance to hit with friendly fire on fellow party members, so you can collect data that way.

Here are some numbers, Offence Rating first:
151 v 95 - 90%
151 v 105 - 82%
151 v 165 - 27%
151 v 170 - 22%
157 v 165 - 33%
157 v 95 - 98%
157 v 90 - 100%
157 v 170 - 28%
175 v 105 - 94%
175 v 95 - 100%
154 v 165 - 32%
154 v 90 - 99%
154 v 105 - 88%
154 v 170 - 28%
181 v 105 - 96%
181 v 95 - 100%
163 v 165 - 34%
145 v 140 - 43%

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apprentice
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Thank for the data, seems complex indeed.

Joined: Oct 2020
stranger
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Sorry for the necro, but this is one of the first links in the Google search. I did a bunch of testing and number crunching on Enhanced Edition and I think this is the formula:

Chance to Hit = Offence Rating * (1 - Defense Rating/200) + 10

The number that is displayed on the UI is then the floor of that number (e.g. 33.8% => 33%). I'm not sure if internally, the decimal is kept during combat calculations or if the floor is used.

Example:
Given an offence rating of 130 and a defense rating of 96, the chance to hit will be:
Code
CtH = OR   * (1 - DR/200) + 10
    = 130  * (1 - 96/200) + 10
    = 130  * (1 - .48   ) + 10
    = 130  * .52          + 10
    = 67.6                + 10
    = 77.6%
    (UI will display 77%)


An interesting conclusion about this formula is that at 200 defense rating, any offence rating is completely nullified, and chance to hit will be 10%. Above 200 defense rating, higher offence rating actually starts to hurt your chance to hit. The good thing is, short of hacking the game, I don't think 200 defense rating is possible. You would need 65 dex to achieve that.




Research notes:
I derived the formula using numbers from one-handed strength weapons, but I checked it on other weapon configurations and it still applied in the following cases:
Code
 One-handed    | STR       | Swords, axes
 Two-handed    | STR       | Swords, axes
 1H + Shield   | STR       |
 Dual-wielding | STR + STR |
 One-handed    | DEX       | Daggers, knives
 Two-handed    | DEX       | Bows (pre-range penalty)
 1H + Shield   | DEX       |
 Dual-wielding | DEX + DEX |
 Two-handed    | INT       | Staves
 Dual-wielding | STR + DEX | Takes the lower offence rating between STR/DEX
 Dual-wielding | DEX + STR | Same as STR + DEX
 Dual-wielding | STR + INT | Takes the lower offence rating between STR/INT, but only the STR weapon is used to attack
 Dual-wielding | DEX + INT | Same as STR + INT (but with DEX instead of STR)


Exceptions:
Code
 One-handed    | INT       | Wands always have 100% chance to hit
 Two-handed    | INT + INT | Same as 1H INT
 Dual-wielding | INT + STR | Only the wand is used to attack (100% chance to hit)
 Dual-wielding | INT + DEX | Only the wand is used to attack (100% chance to hit)


Anomaly:
  • I experienced some inconsistent behavior with Jahan and Wolgraff where they had a flat 5% increase to chance to hit. After playing around with a few configurations on each of them, this 5% increase sometimes disappeared and reappeared, and I was unable to figure out what the cause was. I did not test with Bairdotr or Madora or any other companion.

Last edited by Raze; 03/10/20 12:14 AM. Reason: enable UBBCode
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