Hit chance
Table of contents
Mechanics
Hit chance uses RNG arrays 36-42 for for party members (RNG36 for Tidus, RNG37 for Yuna, etc.), 43 for Seymour and all Aeons, 44-51 for monsters (RNG44 for the monster in slot 1, RNG45 for the monster in slot 2, etc.). It’s advanced once every time a character/monster uses an action that can miss (for characters its Attack and the Skills).
Formula
Characters
For characters the Hit chance is calculated as follows:
accuracy index = ((accuracy * 2 * 0x66666667) // 0xffffffff) // 2
(the above is similar to accuracy * 2 // 5)
hit chance index = accuracy index - enemy evasion + 10
if hit chance index < 0 then hit chance index = 0
else if hit chance index > 8 then hit chance index = 8
Then the game uses this table to find the Base Hit chance:
Hit chance index | Base Hit chance |
---|---|
0 | 25 |
1 | 30 |
2 | 30 |
3 | 40 |
4 | 40 |
5 | 50 |
6 | 60 |
7 | 80 |
8 | 100 |
hit rng = rng value MOD 101
if the character is affected by Dark:
base hit chance = (base hit chance * 0x66666667 // 0xFFFFFFFF) // 4
(the above is similar to hit chance // 10)
hit chance = base hit chance + user luck - target luck
every aim on the user adds 10 to hit chance
every reflex on the target subtracts 10 from hit chance
if hit chance > hit rng then the action hits
Monsters
For monsters the Accuracy Stat has no purpose, every monster action has an accuracy value that is used instead:
hit chance = action accuracy - target evasion
if the monster is affected by Dark and the action takes Dark into consideration:
hit chance = (hit chance * 0x66666667 // 0xFFFFFFFF) // 4
(the above is similar to hit chance // 10)
hit chance = hit chance + user luck - target luck
every aim on the user adds 10 to hit chance
every reflex on the target subtracts 10 from hit chance
if hit chance > hit rng then the action hits