Hit chance¶
Hit chance is the probability that a swing connects (vs. being dodged). It's evaluated before damage rolls.
The formula¶
Lyonspyre uses the pre-AOS T2A formula, with PvM-only specialty and talent bonuses layered on:
T2A hit chance
The final value is then passed to a skill check — meaning:
- A hit at
chance >= 1.0is auto-success and still triggers a skill-gain check. - A miss decrements no resource — you just don't connect.
atkSkillis the weapon's primary skill (Swordsmanship / Macing / Fencing / Archery / Wrestling for fists).defSkillis whatever skill the defender's currently-equipped weapon uses (typically the same skill they'd swing with). Unarmed defenders use Wrestling.
Base chance table (pre-bonus)¶
100 weapon-skill attacker vs. defender of the listed weapon-skill, with no talents/specialties:
| Defender skill | Base chance |
|---|---|
| 30 | 93.75% (150 / 160) |
| 60 | 68.18% (150 / 220) |
| 90 | 53.57% (150 / 280) |
| 100 | 50.00% (150 / 300) |
| 120 | 44.12% (150 / 340) |
The formula is symmetric: at equal skill the chance is exactly 50%. Each +30 attacker skill above defender adds roughly +10% in this range; each +30 defender skill above attacker subtracts roughly the same.
General-purpose attackers¶
For an attacker at lower skill levels:
| Attacker | vs def-30 | vs def-60 | vs def-90 | vs def-100 |
|---|---|---|---|---|
| 50 | 62.50% | 45.45% | 35.71% | 33.33% |
| 75 | 78.12% | 56.82% | 44.64% | 41.67% |
| 100 | 93.75% | 68.18% | 53.57% | 50.00% |
| 120 | 100.0%* | 77.27% | 60.71% | 56.67% |
* Chance is clamped only >= 0.02 in the AOS branch; in T2A there is no upper clamp, so high-skill-vs-low-skill chances above 1.0 still pass CheckSkill automatically and gain skill at the cap.
Bonus sources¶
Lyonspyre layers these on top of the base T2A formula:
| Source | When |
|---|---|
| Specialty hit-chance | Returns percentage points (e.g. 5 = +5%). Always queried. |
| Archery vs. Hindered | Per-rank percentage points; only fires when the defender is hinder-tagged (PvM only). |
| Fencing Cripple | PvM-only; multiplies defender skill by a 0–1 scalar. 8% per stack (max 24% defense reduction). |
| Tier accuracy on the talent ladder | See Dungeon Talents. |
Post-T2A hit-chance sources that do NOT apply
Later UO eras sum many additional sources into hit chance: AttackChance item property, Divine Fury, Animal Form (wolf / kitsune +20%), Hit Lower Attack / Defense, weapon-ability accuracy bonuses, special moves, Force Arrow, Block, Surprise Attack, and defender-side Discordance. None of these fire on Lyonspyre.
Discordance does fire in the T2A swing-speed formula but not in the T2A hit-chance formula — that's the original T2A behaviour, not something we've stripped.
Auto-hit / auto-miss¶
- Pure T2A has no upper clamp: a 120-skill attacker vs. a 30-skill defender passes
CheckSkill~100% of the time. - Pure T2A has no 2% lower clamp either (the
chance < 0.02floor is AOS-only). IfourValueis tiny ortheirValueis huge, chance can fall to zero. CheckSkillitself still rolls — so even at calculated 95% you can miss the 1 in 20.
See also¶
- Swing speed — how often you get to try this roll.
- Damage calculation — what happens when the roll succeeds.
- Parry — a separate roll on the defender's side that can negate a successful hit.
- Dungeon Talents — for the archery / fencing / specialty bonus sources.