Darkest Dungeon®

Darkest Dungeon®

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hghwolf Feb 20, 2015 @ 1:57pm
So how do Dodge and ACC interact EXACTLY ?
I`ve been ruminating on this for a while now, and maybe someone could kindly help with this problem.

Intuitively, one would assume that dodge is simply a negative modifier on enemy accuracy since the "miss" floater so rarely comes up. But that doesn`t make sense since you`ll see characters whiff 3 or 4 target attacks entirely on enemies with very different dodge stats more often than you`ll see them hit some but not the other, and I`m ALMOST certain I`ve personally only observed some hits but not all on "Fated" characters.

So my assumption is that ACC and Dodge don`t actually interact at all; Dodge is a value that is rolled against when struck by an attack that succeeded against its own ACC, and a succesful roll will void the attack.

Of course this makes >90 ACC almost entirely useless, which strikes me as counterintuitive.

Is there any official, non-ambiguous info on this ?
Last edited by hghwolf; Feb 20, 2015 @ 1:59pm
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Istvan Feb 20, 2015 @ 2:18pm 
According to the tooltips (hover over a valid target and you'll see your calculated hit chance), hit chance = attacker ACC - target Dodge. If hit chance is greater than 90%, it is reduced to 90%. Occasionally, this calculated hit chance is off by 1, but that's presumably a rounding error. It wouldn't be the first in this game. ACC greater than 90 serves only to offset enemy dodge. For example, if your target has 30 dodge, you would need 120 ACC to hit the 90% hit chance cap.

I think you're overestimating the chances of seeing a mix of hits and dodges on AoE skills. Those skills seem to roll a single number for hit chance which is then compared to the calculated hit chances against each target. Most enemy formations aren't going to have a difference in dodge ratings greater than 20 or so, and you'd need to roll a number within that difference to see a mix of hits and dodges. For example, if you had a formation with some enemies with 10 dodge and some with 20 dodge, there would be all of 10 numbers you could roll that would result in you hitting the low dodge enemies and not hitting the high dodge enemies. You are far more likely to see all hits or all misses.

Misses do occur, but only on stunned targets (who, according to the tooltips, still get the benefit of their dodge ratings). Misses and dodges appear to be mechanically identical.

Granted, none of this is official information, but it is the best explanation for what we can see.
Celerity, Executor of Impunity (Banned) Feb 20, 2015 @ 2:47pm 
^ This is a correct, accurate, and complete description.
hghwolf Feb 20, 2015 @ 2:51pm 
Originally posted by Istvan:
According to the tooltips (hover over a valid target and you'll see your calculated hit chance), hit chance = attacker ACC - target Dodge. If hit chance is greater than 90%, it is reduced to 90%. Occasionally, this calculated hit chance is off by 1, but that's presumably a rounding error. It wouldn't be the first in this game. ACC greater than 90 serves only to offset enemy dodge. For example, if your target has 30 dodge, you would need 120 ACC to hit the 90% hit chance cap.

I think you're overestimating the chances of seeing a mix of hits and dodges on AoE skills. Those skills seem to roll a single number for hit chance which is then compared to the calculated hit chances against each target. Most enemy formations aren't going to have a difference in dodge ratings greater than 20 or so, and you'd need to roll a number within that difference to see a mix of hits and dodges. For example, if you had a formation with some enemies with 10 dodge and some with 20 dodge, there would be all of 10 numbers you could roll that would result in you hitting the low dodge enemies and not hitting the high dodge enemies. You are far more likely to see all hits or all misses.

Misses do occur, but only on stunned targets (who, according to the tooltips, still get the benefit of their dodge ratings). Misses and dodges appear to be mechanically identical.

Granted, none of this is official information, but it is the best explanation for what we can see.

Alright, thanks. Guess my perceptual bias is cropping up again.
Eli_samurai26 Feb 20, 2015 @ 5:47pm 
Nah, it's not bias, bro, it's the very tempermental dice deities. They play all sorts of strange games with us mortals, giving and taking on whim, with no concern for our sensibilities.
Liliana Feb 20, 2015 @ 6:03pm 
For instance, a string of dodges looks very bad, but with dodgy enemies and dodge players, it's within 1%, which will happen every few delves.
allfold Feb 20, 2015 @ 6:05pm 
I'm getting more misses as stress increases. Like Istvan insinuates though, we can't see much as yet.
Gibbles Feb 20, 2015 @ 7:46pm 
Pick your attack and hover over your target. The chance to hit/crit and damage delt are shown at the bottom of the enemies 'stat sheet' with enemy dodge factored in. It's possible those numbers aren't displaying accurately, but I haven't seen anything to make me think so.
whatinthebluehell Feb 21, 2015 @ 6:01am 
i dun know if anyone notice or just me lol, whenever the mob is dying , they tend to dodge more often ... but well i get that often, well % of dodge is just % , even if it's 5%, they still dodge :)
Skye Feb 21, 2015 @ 6:04am 
Originally posted by whatinthebluehell:
i dun know if anyone notice or just me lol, whenever the mob is dying , they tend to dodge more often ... but well i get that often, well % of dodge is just % , even if it's 5%, they still dodge :)
Confirmation bias.

When you desperately need that last hit, you're going to notice those misses.
capitulo101 Feb 21, 2015 @ 8:40am 
Originally posted by hghwolf, 25/7 misanthrope:
I`ve been ruminating on this for a while now, and maybe someone could kindly help with this problem.

Intuitively, one would assume that dodge is simply a negative modifier on enemy accuracy since the "miss" floater so rarely comes up. But that doesn`t make sense since you`ll see characters whiff 3 or 4 target attacks entirely on enemies with very different dodge stats more often than you`ll see them hit some but not the other, and I`m ALMOST certain I`ve personally only observed some hits but not all on "Fated" characters.

So my assumption is that ACC and Dodge don`t actually interact at all; Dodge is a value that is rolled against when struck by an attack that succeeded against its own ACC, and a succesful roll will void the attack.

Of course this makes >90 ACC almost entirely useless, which strikes me as counterintuitive.

Is there any official, non-ambiguous info on this ?

Blame RNG :)
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Date Posted: Feb 20, 2015 @ 1:57pm
Posts: 10