Accuracy
How the two Accuracy numbers decide every blow, with the exact math and examples.
- Equal numbers75% each
- Your chance150 x yours / both added
- Cap100%
- Per weapon levelSword +0.6, Bow +0.4
- Ranged baseHalved
What Accuracy is
Every fight carries one Accuracy number per side. Before a blow can land the game compares the two numbers and forms a hit chance for each side from the pair. Your number rises with your levels, gear, tree and trinkets. The enemy's rises with its level. A missed blow deals no damage, and the turn still pays its loot.
Your Accuracy number
Yours is 75 plus your Combat level, halved on the Ranged style, plus your Accuracy stat. The stat holds everything else: the Sword adds 0.6 per level to melee accuracy, the Bow adds 0.4 per level to ranged accuracy, Accuracy Mastery tree nodes add 0.5 each, and the Accuracy trinket roll adds 1.5 to 3 on 1x1 and 1.5 to 4.5 on 2x2. All flat sources add together first, then every increased Accuracy source (Increased Accuracy Mastery nodes at 10% each and the Increased Accuracy trinket suffix at 3% to 9%) adds into one bucket applied once. So the stat is (weapon part + tree and trinket flats) x (1 + increased%).
The enemy's number
The enemy's Accuracy is 75 plus its level. It never carries gear, so its number only grows with a higher enemy level. Because both hit chances form from the same pair of numbers, raising yours also lowers the enemy's chance. Your weapon upgrades alone make the enemy miss more often.
How the chance is formed
Hit chance is 150 multiplied by your Accuracy, divided by your Accuracy plus the enemy's. The same math runs for the enemy against your number. Equal numbers land exactly 75% for each side. A lead moves both chances at once, yours up and the enemy's down. Your chance caps at 100%, and the enemy's never reaches zero: at double its number it still lands half its blows.
Worked examples
The table runs the same formula, 150 x your Accuracy divided by both numbers added. The small leads use a pair of 100 each to keep the arithmetic readable. That 5 point lead is the 76.8% case, about one good trinket roll.
| Situation | Your Accuracy | Enemy Accuracy | Your hit chance | Enemy hit chance |
|---|---|---|---|---|
| Equal numbers | 125 | 125 | 75.0% | 75.0% |
| Level 50 with a level 50 Sword | 155 | 125 | 83.0% | 67.0% |
| A 5 point lead | 105 | 100 | 76.8% | 73.2% |
| A 10 point lead | 110 | 100 | 78.6% | 71.4% |
| A 20 point lead | 120 | 100 | 81.8% | 68.2% |
| A 50 point lead | 150 | 100 | 90.0% | 60.0% |
| Double the enemy | 200 | 100 | 100% (cap) | 50.0% |
Sizes
- Base Accuracy (both sides)
- -
- Base, Ranged style
- -
- Per own level
- -
- Contest scale
- -
- Hit chance cap
- -
- Sword per level (melee)
- -
- Bow per level (ranged)
- -
Where Accuracy comes from
- Weapon levels: the Sword adds 0.6 melee Accuracy per level, the Bow adds 0.4 ranged.
- Passive tree: Accuracy Mastery adds 0.5 per node, Increased Accuracy Mastery adds 10% increased per node.
- Trinkets: the Accuracy prefix rolls 1.5 to 3 on 1x1 and 1.5 to 4.5 on 2x2. The Increased Accuracy suffix rolls 3% to 6% on 1x1 and 3% to 9% on 2x2.
- Trinket implicits and the Codex: Accuracy Mastery and Increased Accuracy Mastery stack there like every other mastery.
- Engraver's Punch: the Combat punch paints the Accuracy and Increased Accuracy rolls.