Solasta: Crown of the Magister

Solasta: Crown of the Magister

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Fringeart Mar 6, 2023 @ 8:11am
Battle accuracy data?
Hi guys... So this game seems nice enough, but what im missing is the accuracy calculator just like the one XCOM games had. I consider this to be really necessary when deciding e.g. whether to move to higher ground or do some other action. How the environment and all the factors influence accuracy?

Is there any *SIMPLE* calculation?

I just dont want to study and learn hours of game mechanics. I just want to play and enjoy.
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Ommamar Mar 6, 2023 @ 9:59am 
The thing a lot of players didn't realize about XCOM that has led to frustration is it uses a roll system just like Solasta does. So when they miss on that shot showing it has a 90% chance rate they get upset.

It does take some understanding of probability along with how the modifier system in Solasta works to try and min/max builds. Oh the other hand if you don't get to wound up in the mechanics of how things are decided by understanding that it is trying to simulate a combat situation. Which means that sometimes you will miss even when things seem likely that you will hit conversely you will also be successful at times when you attempt actions from a disadvantage. If you can accept that the game has potential to be a lot more fun for you.
Soteria Mar 6, 2023 @ 10:46am 
Originally posted by Fringeart:
Hi guys... So this game seems nice enough, but what im missing is the accuracy calculator just like the one XCOM games had. I consider this to be really necessary when deciding e.g. whether to move to higher ground or do some other action. How the environment and all the factors influence accuracy?

Is there any *SIMPLE* calculation?

I just dont want to study and learn hours of game mechanics. I just want to play and enjoy.

I don't know about a mod, but the calculation really is simple *if you know the target's armor class.* If you don't have that information, the hit % would be unknown by design.

Since you're rolling on a 20-sided die, the calculation is straightforward: every +1 makes a difference of 5%. So if you attack an enemy with an AC of 15, rolling a 15 or higher will result in a hit. That is to say, 30% chance. If you have an attack bonus of +7, an 8 or higher will hit, or 65%. So adding +7 gave you 5 * 7 = 35% better hit chance.

Also, a 20 will always hit, even if you normally wouldn't be able to hit an enemy--so you always have a minimum of 5% accuracy. A one will always miss, so there is a cap of 95% accuracy.

Higher ground doesn't give any bonus to accuracy in Solasta. Attacking from stealth or attacking a blind enemy will grant advantage, which means you roll two dice and take the better result. There's a number of other abilities that can give advantage or disadvantage, but it definitely doesn't take hours of study to understand.
Last edited by Soteria; Mar 6, 2023 @ 10:47am
Sentient_Toaster Mar 6, 2023 @ 11:53am 
5E is mostly advantange/disaadvantage-based, yes, although there are some flat modifiers.

The conditional modifier you'll probably run into most often is cover-based -- a flat -2 for half-cover, -5 for full cover. Tabletop, there are feats that let you take a -5 to hit in exchange for +10 damage with certain weapon types, but you don't have those in Solasta unless you're modding.

Otherwise, the base 5E system tried to get away from the days of tables of conditional flat modifiers -- like, no -2/-4 for primary/offhand, no 0/-2/-5 for short/medium/long range, no table of +hit modifiers for weapon-vs-armor-class, etc,

Advantage, roll two dice and take the bettter; disadvantage is same except take the worst. e.g. if you would have 70% hit on one die, advantage would mean 91% (30% to miss on a single die, but you'd have to miss on both to miss with advantage) while disadvantage would mean 49% (need to hit on both).

https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/105195-bounded-accuracy-is-what
has some discussions of the "bounded accuracy" principle.


Unlike the modern XCOM games, Solasta by default does not cheat in your favor on the normal difficulty re dice (XCOM games having a streakbreaker that secretly increases your chance of hitting whenever you miss, until you hit again, IIRC). Some games also lie about listed odds by default (e.g. the Battletech devs implemented a curve, so that you hit more often than you should if your supposed hit probability is high and less often than you should if your supposed hit probability is low, in order to deal with complaints by people who expect such behavior because the players don't understand or accept probability. The major mods all by default show you the true hit probability, though.).
Last edited by Sentient_Toaster; Mar 6, 2023 @ 11:53am
Dallas S Mar 6, 2023 @ 12:02pm 
You're not supposed to know until you figure out their Ac (which you figure out by process of elimination - a 16 roll missed but an 18 roll hit, so their Ac is at least 17, maybe 18.

From there it's easy enough to calculate. It's a d20 roll. Each number is 5%. If they had a 20 Ac (very high) that's a 5% chance of hitting with no bonus.

Now if you have a +6 on your attack, and it's a 20 AC, that's a 35% chance of hitting.
Last edited by Dallas S; Mar 6, 2023 @ 4:03pm
Berserkr Mar 6, 2023 @ 3:03pm 
It's 5th Ed D&D you're not gonna get a percentage hover over like the Dos games have
Grumpy Old Dude Mar 6, 2023 @ 9:36pm 
"the high ground", is not of benefit in most cases, in 5E DnD. Your entire query is I think best answered by advising you...there is no combat calculator, because one is totally unnecessary.
Originally posted by Berserkr:
It's 5th Ed D&D you're not gonna get a percentage hover over like the Dos games have

To be fair in 5th edition there is almost no variance in AC anyway. 90% of the stuff you fight has an AC of 14-19.

The whole system at this point could be scrapped for a coin flip and very little would change.
Last edited by Underprivileged White Male; Mar 7, 2023 @ 1:09am
Fringeart Mar 8, 2023 @ 5:25am 
Mmm okay... So i didnt understand half of the systems explained and i never played D&D. I guess im just too stupid and lazy to understand the game mechanics and therefore to play the game. :steamsad:
Grumpy Old Dude Mar 8, 2023 @ 12:33pm 
Try just playing it...quit worrying about the minutia, and just play the game
Artyoan Mar 8, 2023 @ 2:11pm 
Originally posted by Fringeart:
Mmm okay... So i didnt understand half of the systems explained and i never played D&D. I guess im just too stupid and lazy to understand the game mechanics and therefore to play the game. :steamsad:
I didn't understand any of it either until I just started playing it. It's not too complicated. The tooltip window gives you a lot of details to figure it out.
Rhym Mar 9, 2023 @ 4:34am 
- Target has an armor class.Usually something like 13-20 AC depending on how well armored/hard to hit the target is. An enemys AC is not explicitly revealed to you, you'll have to guesstimate based on if you're fighting a bear or an armored knight etc. Or experiment (using the combat log) to see how high of an attack roll managed to hit.
- You have a to hit bonus. Determined by your primary stat + your proficiency bonus. Ex. You are a level 4 fighter with +4 STR modifier (determined by their 18 STR) attacking with a longsword (a STR based weapon). You have a to hit bonus of 4 (str-mod) + 2 (proficiency bonus).
- You try to attack the 18 AC knight. Roll a d20+6. If the result equals or exceeds 18, you hit. Another way too look at it is that you need a roll of 12 or more to hit. That's a 45% chance to hit.
- Advantage/disadvantage happens sometimes. Advantage is that you roll 2 d20 and take the higher result, disandantage is that you take the lower result. Ex. You are invisible. Your next attack (before you get revealed and lose invis) will have advantage. You roll 2 d20, get 17 and 5. You take the 17, add 6 and get a total of 23 on your attack roll.

The game is not X-COM or whatever other game that makes up their own game rules. It's implementing specifically the Dungeons & Dragons 5e ruleset, so there won't be a % chance to hit option.

But if you really don't get it, you can just assume that keeping your main attacking stat (like STR) at 16+ will give you an appropriate chance to hit.
Last edited by Rhym; Mar 9, 2023 @ 6:08am
Fringeart Mar 9, 2023 @ 4:42am 
Alrighty then, im gonna get into it, thanks folks.
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Date Posted: Mar 6, 2023 @ 8:11am
Posts: 12