On the other hand, "Hit, hit, miss, miss, hit, miss, hit" is the definition of epic battles. If two non-agile opponents meet, then there could be hit, hit ,hit, hit. But if my opponent is fast, I want to see the dodging.
A Mudcrab shouldn't stand a chance with a good weapon I have, even if my skills were low. And chance to hit must be close to %99 as a Mudcrab is just slower than anything. This should add up to formula.
Morrowind's hit chance formula.
Chance to hit = Attacker's weapon skill * 1.25 + Atr's Attack - Defender's Sanctuary + (Atr's Agility - Dfndr's Agility) * 0.25 + (Atr's Luck - Dfnder's Luck) * 0.125
(Damage * Damage) / (Damage + Opponent Armor Rating)
Creatures have no armor rating.
Now that I am looking at it, I can see the influence of speed is missing. Also weapon skill influence must be decreased and balanced in damage instead.
I would love if someone can break down that formula(influence of agility, skill in percents) and propose a better formulation(to mod it for Morrowind). For example, two low level agility fighters must end up with hit, hit, hit, hit while two high level agility fighters will end up more misses.
Test case:
50 agility player versus 15 agility Mudcrab. Mudcrab's speed is also 6. Let's say a blunt weapon with 35 weapon skill. How does this play out?
Maybe a normalized agility with speed. I know speed is helping player and agility the character but speed still must have some capping influence on agility. That mudcrab should not survive. To balance it, let's give Mudcrab high attack. I will assume mudcrabs are excellent in their weapon skills, by nature. They can bite you pretty bad, that's where armor rating comes into play.
BaseAR * ( ArmorSkill / 30 )
The AR for each unarmored slot, including shield, is
UnarmoredSkill * UnarmoredSkill * 0.0065
Total AR is
Cuirass * .3 + (Shield + Helm + Greaves + Boots + RPauldron + LPauldron) * .1 + (RGauntlet/Bracer + LGauntlet/Bracer) * .05
In other words, Cuirass is 30%; Shield, Helm, Greaves, Boots, RPauldron, and LPauldron are 10% each; RGauntlet/Bracer and LGauntlet/Bracer are 5% each.
I think those formulas are incomplete, Where is fatigue? Agility, speed, strength won't be the same for someone just out of a heavy long combat.
I really want this to change.
- Does Marksmanship need a different formula? And Hand to Hand?
- Do you feel comfortable with weapon skills having too much influence(maybe bigger than agility) in hit chance while none in final damage?
- Do you think the relativeness of Attacker's and Defender's agility works out? For example, how does this sound "two low level agility fighters must end up with hit, hit, hit, hit while two high level agility fighters will end up more misses.", better?