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"quirks_fated_miss2hitconvertchance": 0.10
Fated looks like a second roll after the miss which, if well succeeded at its 10% chance, converts the miss into a hit. Simple as that.
This quirk is trash even on an un-ACC-buffed Leper.
IF your attack is a Miss (which is different to a Dodge) THEN there is a 10% chance that this is negated and you hit the target instead.
So if you've got both that AND something like Natural Swing for +5 ACC, you're going to be hitting nearly everything all the time. Whether or not it's worth locking in is dependant on what sort of anti-stress and anti-condition teams you tend to send that character out with.
I didn't talk about base ACC but Hit Chance ie ACC-Dodge. Let's say you have 90 ACC and enemy 20 Dodge, your Hit Chance is 70%. So you have 30% to miss, in which case the Fated quirk will give you 10% to have it changed to a hit, so your "final" Hit Chance is 73% (70%+10%*30%), which is the same as a +3 ACC bonus.
Get it now ?
Four outcomes of an attempt attempt: a Critical, a Hit, a Dodge, or a Miss. The Fated Quirk affects the Miss outcome, by giving a flat 10% chance to turn that into a Hit outcome.
https://steamcommunity.com/app/262060/discussions/0/541906989403918223/