This is my understanding of how PL's roll system works. A roll system is how one action is affected by several variables, and once one roll is completed, the second part of the system kicks in, and so on. The roll system is applied in many types of games (not just limited to MMOs) that have variable stats/attributes that affect the system in some way or another.
When you attack an enemy, the game follows a specific algorithm that determines the outcome of the attack:
1. You will MISS the attack
2. The enemy will DODGE the attack
3. You will damage the enemy
4. You will critically damage the enemy
Hit% roll is based off of your hit%. There is a probable cap to this value (<100% despite your hit% value).
Enemy dodge % roll is an unknown variable for each enemy.
Crit% roll is based off of your crit. There is no cap for crit atm.
Critical damage = effective damage x2
Effective damage = damage - enemy armor
I did not include weapon proc in this, as they activate at a low random occurrence. The proc most likely adds at the very end, after damage/critical damage is calculated.
This is my current basic understanding of the roll system. I think each given attribute (hit%, dodge, crit%) is independent in each part of the system.
Bringing back the old crit chart up:
Crits landed was 44.7%, very close to the crit value of 46. We know hit% is capped. There were 10 dodges.
When crit and hit is lowered in the next example:
You get 12 dodges, which is a pretty insignificant change from 10 dodges.
Thus why I believe this is the current system at work. If there's more complex things at work I would love to know!
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