Difference between revisions of "Hit Chance"

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(Hit Chance and Weapon Cooldown)
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==Hit Chance and Weapon Cooldown==
 
==Hit Chance and Weapon Cooldown==
 
When an attack results in a [[Miss]], the attacker's [[Weapon Cooldown]] will be reduced by a percentage equal to his Hit Chance.  For example, a player with a Hit Chance of +10 using a [http://www.theinfiniteblack.com/Community/TIB/Leaderboards/Items.aspx?t=Weapon&i=Ripper Wyrd Ripper] will have his Weapon Cooldown reduced from 10s to 9s after a Miss.
 
When an attack results in a [[Miss]], the attacker's [[Weapon Cooldown]] will be reduced by a percentage equal to his Hit Chance.  For example, a player with a Hit Chance of +10 using a [http://www.theinfiniteblack.com/Community/TIB/Leaderboards/Items.aspx?t=Weapon&i=Ripper Wyrd Ripper] will have his Weapon Cooldown reduced from 10s to 9s after a Miss.
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The Weapon Cooldown follow a miss cannot be any lower than 1 second.

Revision as of 12:57, 14 July 2017

The Hit Chance Attribute reflects a Ship's ability to successfully inflict damage against its target. Hit Chance is expressed as a Rating.

Ships with low Hit Chance will Miss and Graze more often, and will inflict Critical Damage less often.

Hit Chance works hand-in-hand with Evasion to determine how likely an attack is to cause damage to its target. To learn more, please read the Wiki Entry for: Evasion Mechanic

Hit Chance and Weapon Cooldown

When an attack results in a Miss, the attacker's Weapon Cooldown will be reduced by a percentage equal to his Hit Chance. For example, a player with a Hit Chance of +10 using a Wyrd Ripper will have his Weapon Cooldown reduced from 10s to 9s after a Miss.

The Weapon Cooldown follow a miss cannot be any lower than 1 second.