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True hit

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True hit is a calculation that determines whether or not a unit's attack will hit their opponent. As its name suggests, true hit differs from the displayed hit rate.

Shadow Dragon and the Blade of Light through Thracia 776

All games up to Thracia 776 do not use true hit; the displayed hit rate is the same as the actual hit rate. The game will only roll for one random number from 0 to 99, and if this random number is less than the hit rate, the attack will land.

The Binding Blade through Awakening

True hit was first introduced in The Binding Blade and is featured in every game following up to and including Awakening. In these games, instead of rolling just one random number, the game will instead roll two. These two random numbers are then averaged, and this resulting average is what is compared to the displayed hit rate; if the average number is less than the hit rate, the attack will land.

As a result of this double random number system, the likelihood of landing hit rates below 50% is lower than what is shown, while the likelihood of landing hit rates above 50% is higher than what is shown. In effect, this makes higher hit rates more reliable than in previous games, and makes lower hit rates even more likely to miss, making avoiding attacks more reliable. Classes with high avoid such as Swordmasters benefit greatly from this, as opponents will naturally have low hit rates against them already.

The following table shows the discrepancies:[1]

Displayed hit rate vs. actual hit rate
Hit rate True hit Hit rate True hit Hit rate True hit Hit rate True hit Hit rate True hit
0 0.00 20 8.20 40 32.40 60 68.40 80 92.20
1 0.03 21 9.03 41 34.03 61 69.97 81 92.97
2 0.10 22 9.90 42 35.70 62 71.50 82 93.70
3 0.21 23 10.81 43 37.41 63 72.99 83 94.39
4 0.36 24 11.76 44 39.16 64 74.44 84 95.04
5 0.55 25 12.75 45 40.95 65 75.85 85 95.65
6 0.78 26 13.78 46 42.78 66 77.22 86 96.22
7 1.05 27 14.85 47 44.65 67 78.55 87 96.75
8 1.36 28 15.96 48 46.56 68 79.84 88 97.24
9 1.71 29 17.11 49 48.51 69 81.09 89 97.69
10 2.10 30 18.30 50 50.50 70 82.30 90 98.10
11 2.53 31 19.53 51 52.47 71 83.47 91 98.47
12 3.00 32 20.80 52 54.40 72 84.60 92 98.80
13 3.51 33 22.11 53 56.29 73 85.69 93 99.09
14 4.06 34 23.46 54 58.14 74 86.74 94 99.34
15 4.65 35 24.85 55 59.95 75 87.75 95 99.55
16 5.28 36 26.28 56 61.72 76 88.72 96 99.72
17 5.95 37 27.75 57 63.45 77 89.65 97 99.85
18 6.66 38 29.26 58 65.14 78 90.54 98 99.94
19 7.41 39 30.81 59 66.79 79 91.39 99 99.99
20 8.20 40 32.40 60 68.40 80 92.20 100 100.00

Fates onwards

Fates differs from previous entries in the series, introducing a new "hybrid" system between the 1 RN and 2 RN hit rate systems. If the displayed hit rate is lower than 50%, the game will only roll one random number to determine if attacks land. If the hit rate is 50% or higher, the game will still roll for two random numbers, but instead of averaging the two, one of them is weighted more than the other, as shown below:[2]

Game Formula Notes
Fates True hit rate: (Hit rate × 100) + ((40 / 3) × Hit rate × sin((0.02(Hit rate) - 1) × 180) If True Hit < Hit rate, attack lands.

Compared to the previous 1 RN and 2 RN systems, higher hit rates are more reliable than in a 1 RN environment, but not to the extent of in a 2 RN environment. The net result compared to the previous true hit system is sub-50% hit rates being more likely to hit, making avoiding less reliable, while super-50% hit rates are less reliable than before. Enemies with typically low accuracy such as Berserkers are made more threatening by this change, as it is harder to avoid their highly damaging attacks.

The following table shows the discrepancies:[2]

Displayed hit rate vs. actual hit rate (for hit rates 50% and above)
Hit rate True hit Hit rate True hit Hit rate True hit Hit rate True hit Hit rate True hit
50 50 60 64.70 70 78.87 80 90.14 90 97.05
51 51.42 61 66.18 71 80.16 81 91.04 91 97.50
52 52.86 62 67.65 72 81.42 82 91.89 92 97.90
53 54.32 63 69.12 73 82.65 83 92.69 93 98.27
54 55.79 64 70.57 74 83.84 84 93.45 94 98.61
55 57.26 65 72.01 75 85.00 85 94.16 95 98.91
56 58.74 66 73.43 76 86.11 86 94.83 96 99.18
57 60.23 67 74.82 77 87.18 87 95.45 97 99.42
58 61.72 68 76.20 78 88.21 88 96.03 98 99.63
59 63.21 69 77.55 79 89.20 89 96.56 99 99.82

References

See also

Game mechanics
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