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Masscre:
Can someone explain this for me. Everything I have read when you get a HLD off it makes a unique sound and works for one hit afterward. The max you get on that hit of HLD is for 25%. This part I understand. But you can get up to 70% HLD on a weapon. Why? I am confused is this the percent chance of 70%? Can some one clear this up for me? Thank you for the help. Saludos.

Crome969:

--- Quote from: Masscre on November 25, 2013, 05:05:16 AM ---Can someone explain this for me. Everything I have read when you get a HLD off it makes a unique sound and works for one hit afterward. The max you get on that hit of HLD is for 25%. This part I understand. But you can get up to 70% HLD on a weapon. Why? I am confused is this the percent chance of 70%? Can some one clear this up for me? Thank you for the help. Saludos.

--- End quote ---
Spoiler: showTactically, Hit Lower Defense and Hit Chance Increase (HCI) appear quite similar. In fact, the two properties are entirely different. HLD affects the defense of what you hit, while HCI is your chance to hit in the first place. It may sound like the same thing, but it isn't. HLD requires you to hit someone / something before there is a chance for it to work. Whereas HCI works ever ytime you hit. The following example illustrates this using HCI, HLD, and DCI.

Example:

        Opponent has max Weapon Skill (120) + max DCI (45%)

        You have max Weapon Skill (120) + max HCI (45%)

    Result:
    You have a 50/50 chance to hit or miss.

But if you score an HLD hit, the next round is...

        Opponent has max Weapon Skill (120) + 20% DCI

        You have max Weapon Skill (120) + max HCI (45%)

    Result:
    For this example, you now have a much better than 50/50 chance to hit for the duration of the HLD effect.

Another way to look at it is that HLD stacks with HCI, once a target is affected.

HLD Proofing

An opponent with a cumulative Defense Chance Increase of 70% or more will nullify any HLD hit.

This is what UOGUIDE says about here.

Sounds Valid

Alpha:
Yea.. What Crome Said..  

Also..   HLD effect lasts for 8 Seconds and CAN be reset before the 8 second timer expires so in PvM terms it's often acceptable to only have 30% HLD bc if your swinging at the swing speed cap of 1.25 Seconds / Swing you will get 6 chances to both HIT your target and roll that 30% chance at the HLD going off to RESET your original 8 second timer.  

50% HLD (weapon) + 30% HILD (Glasses) doesn't quite mean you have a 80% chance of HLD going off each swing either.. it's more like..

Out of 100 swings 50 of them will have HLD go off from your Weapon..
From the remaining 50 swings that aren't HLD from your weapon 30% of 50 will trigger HLD from the glasses aka 15..
Total out of 100 Hits you will put your target under the HLD effect 65 / 100 times..

In PvP... or PvM too I guess...

120 Combat skill 45 HCI Attacker vs. 120 Combat skill 45 DCI Defender = 50 / 50 chance for Attacker to hit Defender..
If Defender is under the HLD effect they have -25% DCI.. so 20 DCI remaining meaning the Attacker hits Defender 60% of the Time.. HUGE in PvP.

For PvM... Monsters do not have DCI... and DCI CAN go negative....  
So Yourself as the attacker with 120 Combat skill & 45 HCI vs.. Mosnter with 120 Combat skill.. You'd hit 72% of the Time..
If you use HLD... You'd hit 96% of the time on average bc the monster would have -25% DCI while under the HLD effect.

manwinc:
70 Dci doesn't nullify it anymore.

Insideout:
Didn't they make it to where if your opponent has over capped DCI it hurts them more than it helps?
 

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