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Before the game calculates attack and defense for a hit, it first considers the target's evasion. If the target has 100% evasion, all your hits will miss even if you have 9999 attack and the target has 0 defense.
Playing on nightmare difficulty, you receive no bonuses to attack/defense. Easy/Normal difficulties give the player 20/5 bonuses to both attack and defense calculations (so not shown in the character screen).
If you are using a ranged weapon, the target's missile deflection score is also added as a bonus to their defense score. You also get a malus of -1 attack for every meter beyond your weapon's maximum range.
The base attack (before stats are calculated) of Warrior/Rogue/Mages are 60/55/50. The base defense of Warrior/Rogue/Mages are 45/50/40.
Each point of strength > 10 raises attack by 0.5. Each point of dexterity > 10 raises attack by 0.5 and defense by 1.
Flanking the target also grants an attack bonus even if you are not a rogue or you are using a ranged weapon (although you can't backstab). Flanking bonus is maximized when you are directly behind the target. The maximum flanking bonus for a rogue is 15, while for non-rogues it is 7.5.
If your attack is equal to the target's defense, you have 54% hit rate. For every point of attack greater than the target's defense, you gain +1% hit rate. For every point of attack lower than the target's defense, you lose 1% hit rate. Therefore, you can get 100% hit rate if your attack is 46 points higher than the target's defense. Assuming that evasion is not a factor of course.
If you max out the Combat Training skill tree, you can get +6 attack. The Aim talent gives +10 attack (+15 if you have Master Archer). There are plenty of other talents that give bonuses to attack (Rally, Song of Courage, Heroic Offense, etc) or debuff the target's defense (Crippling Shot, Below the Belt, Weakness, etc).
I forgot to mention about cover. If the target is hiding hiding behind cover, then you will miss as well. The game first sees if your arrow is blocked by any obstacles before checking for the target's evasion and finally comparing attack/defense.