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[RMVX ACE] Default formula for Accuracy/Evasion (HIT/EVA)?

A few people helped me out on this, and the answer (as far as I know) is as follows:

1. Hit is calculated first with a percentile dice roll. Then evasion is calculated with a separate percentile dice roll. The overall chance can be calculated with either of the following formulas.

Chance to hit = HIT - (HIT * EVA)
Chance to hit = HIT * (1 - EVA)

2. Only with scripting.

[RMVX ACE] Default formula for Accuracy/Evasion (HIT/EVA)?

author=kory_toombs
By default in class the hit rate is 95%.
By default the enemies evasion rate is 5%

You can easily change this to any % you want.

I was thinking that was effected by LUCK. If not, Yanfly has a script that makes all the useless stats do stuff.


What I am inquiring about is not the default rates, but rather the formula VX Ace uses to determine whether an actor hits/misses.

[RMVX ACE] Default formula for Accuracy/Evasion (HIT/EVA)?

I need some help understanding Accuracy/Evasion in RPG Maker VX Ace.

I know there are invisible "ex-parameters" called HIT and EVA which default to 0% but can be modified in the Features or Effects sections of various tabs; however I have thus far been unable to find the formula for how this affects chance to hit. The program's Reference Material says only "if accuracy on the attacking side is 90% and avoidance on the target side is 10%, avoidance will be 10% of 90%, resulting in the overall accuracy being calculated at 81%," which is unclear to me.

1. What is the default formula for HIT/EVA in VX Ace?

2. Can the HIT/EVA formula be modified (for instance to factor in AGI)?
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