m (→Passives) |
(Removed Perfect Aim - was changed to +15% Projectile Damage, +10 Dex. No longer directly affects Projectile Accuracy) |
||
Line 24: | Line 24: | ||
**Executioner ([[Two-Handed]]) |
**Executioner ([[Two-Handed]]) |
||
**Headsman ([[Axes]]) |
**Headsman ([[Axes]]) |
||
− | **Perfect Aim ([[Projectiles]]) |
||
**Slice and Dice ([[Axes]]) |
**Slice and Dice ([[Axes]]) |
||
**Water Dancing ([[One-Handed]]) |
**Water Dancing ([[One-Handed]]) |
Revision as of 03:57, 27 July 2012
Dexterity affects and increases Accuracy. Every +10 Dexterity node adds +20 accuracy.
Accuracy is compared to enemy evasion when determining if an attack hits or misses. The complete formula is below:
chance to hit = attacker_accuracy / ( attacker_accuracy + ((defender_evasion/4)^0.8))
Chance to hit can never be lower than 5%, nor higher than 95%.
Accuracy does not affect spells as they always hit.
Passives
Every +10 Dexterity node adds +20 Accuracy.
The Resolute Technique keystone removes the need for Accuracy ("Always Hits").
Basic Passives affecting Accuracy are:
- % Increased Accuracy (6%, 8%, 10%, 12%)
- Weapon Specific Increased Accuracy
- One-Handed and Two-Handed Increased Accuracy
- Dual Wielding Accuracy
Current Notable Passives affecting Accuracy are:
- Weapon/Wielding Specific:
- Executioner (Two-Handed)
- Headsman (Axes)
- Slice and Dice (Axes)
- Water Dancing (One-Handed)
- +20 Dex With Increased Accuracy
- Deadeye
- Precision
- Versatility (+20 Int)