
As far as I've understood from previous post, thats not how it works. The way I understand your post, is you're assuming the Miss roll to be independent of the ACC - Dodge roll. They are equal if you have under a 90% chance to hit, but Fated is better when you are over 90%. You would still have a 10% chance to miss on that reroll, giving you a 10 out of 200 chance to miss, lowering it to 5% miss chance, rather than 10%.īoth give you an 'overall' bonus to 5% chance to hit (Fated and +5 Accuracy Quirk), however, Fated makes it similar to if your miss chance was only 5%, giving you 95% chance to hit, while the +5 Accuracy will still be maxed at 90%. Fated makes it so in the case you do roll in that 10% chance, you get to reroll, essentially making your roll 1-200, rather than 1-100 when you miss. Originally posted by Domestic Violence:Basically, you always have a 10% chance to miss. I imagine, Fated makes it so whenever you would roll the Miss (Not Dodge), you reroll the Dice to see if you Hit/Crit/Miss/Dodge. *This allows the chance to show "Dodged" or "Missed" on a non-hit.*Īlso, I believe it may be possible, that Critical Hits are as follows, assuming the Player's Base Crit + Critical Modifier on Skill X = 9%:

Total Player Unit Accuracy using skill X = 90 + 5 - 10 = 85%Ĭhance to hit = 85% - 20% = 65% (No matter this value, Chance to hit cannot excede 90%, even at numbers greater than 90).


Player Unit bonus/negative Accuracy from Quirks - +5% from Positive Quirk, -10% from Rabies Player Unit base Accuracy using skill X = 90%
