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Dodge and Parry are not factored, it's a separate roll made after a hit connects.
I believe it's 70% melee and 60% range (but I'm way too lazy to look for today due to forum being what it is today to find you the certified answer. Ljlanna will correct me if I'm wrong/
The maths goes like this:
[Base chance+weaponskill+bonuses(maces for example)]-[ total melee resist+malus on your character]. Shaved to 95% if it is above.
Thanks. It would be nice to know the actual figures, because even in the character planner found at http://www.pyrospace.co.uk/mordheim/ Hit Chance is not mentioned.
The figures are not mentioned in the tutorial I think.
+for attacker's Weapon Skill;
-defender's Agility and Weapon Skill (and Melee resistance in general);
+Maces and other buffs like Insult;
-Enemy's Buffs and your Open Wounds.
And, finally, Stunned Characters are always automatically hit in close combat.
Thanks a lot Ijlinna and Prince Kaine!
No problem. Though you may want to check the exact multiplier on Weapon Skill hit increase yourself. I couldn't recall if it was x2 or x3.
Should be this then
(Base 85 + (Weapon Skill * 2) + Abilities + weapon) - (Debuffs, Enemy Melee resistance, …)
That'll show you the exact base chance including all relevant modifiers, except the fact that melee attacks against stunned enemies are automatic hits. Very useful for ranged guys especially, who may suffer from obstructions and because the AI has a propensity to use Careful Approach.
True, and that is a very recent iumprovement. Another proof if needed of the involvement of RF.
How is that recent exactly? As far as I can remember that feature has been in the game at least as long as I've owned it.
Can be found in the patch note but........ lazy :(
Sorry really, will look at another time