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Magic Hit Rate
Magic Hit Rate is determined by the target's Magic Evasion and the caster's Magic Accuracy, and represents the percentage of the time that a player can expect to land a spell unresisted. "Unresisted" should not be confused with "for full damage," as there are various other factors in the Magic Damage equation that can reduce the damage of unresisted nukes. This Magic Hit Rate indirectly determines the resist state distribution of spells.
There has been significant Magic Hit Rate testing (see reference summary), but a specific equation has been elusive because it is impossible to absolutely determine a monster's Magic Evasion. Combining the testing available, it appears to work something like this:
- dMAcc = Caster's Magic Accuracy - Target Magic Evasion
- If dMAcc < 0, Magic Hit Rate = 50% + floor( dMAcc÷2 )÷100
- If dMAcc ≥ 0, Magic Hit Rate = 50% + dMAcc÷100
Magic Hit Rate, like normal hit rate, is capped at 95%. The Magic Evasion = Magic Accuracy = 50% Magic Hit Rate point above is arbitrary and possibly not correct, but it simplifies the math the most.
There is also likely a level correction included in Magic Hit Rate, though there has not been significant testing reported on it. We could guess it to be on the order of +4 Magic Evasion per dLVL, on top of the native Magic Evasion trait increase from leveling up.
Simplification
Your hit rate is simply your magic accuracy against the magic evasion of your foe. Magical hit rate caps at 95%. Meaning 5% of the time a player will otherwise be resisted.
- If your magic hit rate is 50% or more then magic accuracy +1 is equivalent to hit rate +1%.
- If your magic hit rate is less than 50% then magic accuracy +1 is equivalent to hit rate +0.5%.
- Any Magic accuracy that raises you to the 50% mark then returns to being 1:1.
- E.g. Your hit rate is 40% and you gain 40 magic accuracy. Your hit rate becomes 60%.
- Any Magic accuracy that raises you to the 50% mark then returns to being 1:1.
However, the magic evasion of the foe is not actually simple. It is a factor of the foe's magic evasion stat, dINT, the resistance tier of the corresponding element of the foe, and level correction where applicable.
- Thus, there is no single magic accuracy number to cap hit rate for a foe as there would be a physical accuracy.
- See the Estimated Magic Accuracy Requirements table below.
dINT and Hit Rate
The table below is from the dINT page. This is for the purpose of tying that information together with an example.
dINT and Magic Accuracy+ | |||||||
---|---|---|---|---|---|---|---|
dINT | <-70 | -70 ~ -31 | -30 ~ -11 | -10 ~ +10 | +11 ~ +30 | +31 ~ +70 | >+70 |
MAcc+ Per INT | 0 | 0.25 | 0.5 | 1 | 0.5 | 0.25 | 0 |
Range Total | +0 | +10 | +10 | +20 | +10 | +10 | +0 |
MAcc+ Total | +0 | +0-10 | +10-20 | +20-40 | +40-50 | +50-60 | +60 |
Once your dINT has been calculated to Magic Accuracy it affects your magic hit rate in the same way:
Example: Your magic hit rate is 65%.
- While dINT is +30, and you gain 19 INT.
- Your hit rate is now 69%. Nice.
- While dINT is -38 and you gain 19 INT.
- Your hit rate is now 72%.
Example: Your magic hit rate is 45%.
- While dINT is -50 and you gain 20 INT.
- Your hit rate is now 47%.
- While dINT is -10 and you gain 20 INT.
- Your hit rate is now 60%.
Estimated Magic Accuracy to Cap Hit Rate
The table below represents the magic accuracy required to cap your hit rate based on the elemental resistance value and level of the foe.
Estimated Magic Accuracy Requirements | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Level | 30% | 40% | 50% | 60% | 70% | 85% | 100% | 115% | 130% | 150% |
124 | 1,005 | 892 | 831 | 814 | 778 | 756 | 755 | 753 | 736 | 729 |
125 | 1,041 | 925 | 862 | 843 | 828 | 784 | 779 | 775 | 758 | 750 |
126 | 1,078 | 958 | 893 | 872 | 852 | 812 | 804 | 797 | 780 | 772 |
127 | 1,114 | 991 | 924 | 901 | 863 | 840 | 829 | 818 | 801 | 793 |
128 | 1,154 | 1,024 | 955 | 930 | 891 | 868 | 854 | 840 | 823 | 814 |
129 | 1,185 | 1,057 | 986 | 959 | 920 | 896 | 879 | 862 | 844 | 835 |
130 | 1,219 | 1,090 | 1,017 | 988 | 948 | 924 | 904 | 883 | 869 | 856 |
131 | 1,257 | 1,123 | 1,048 | 1,017 | 977 | 952 | 928 | 905 | 889 | 878 |
132 | 1,293 | 1,156 | 1,079 | 1,046 | 1,005 | 980 | 953 | 926 | 911 | 899 |
133 | 1,329 | 1,189 | 1,110 | 1,075 | 1,034 | 1,008 | 978 | 948 | 933 | 920 |
134 | 1,365 | 1,222 | 1,141 | 1,104 | 1,060 | 1,036 | 1,003 | 970 | 955 | 941 |
135 | 1,402 | 1,255 | 1,172 | 1,133 | 1,089 | 1,064 | 1,028 | 991 | 977 | 962 |
136 | 1,438 | 1,288 | 1,203 | 1,162 | 1,118 | 1,092 | 1,052 | 1,013 | 999 | 984 |
137 | 1,475 | 1,321 | 1,234 | 1,191 | 1,147 | 1,120 | 1,077 | 1,034 | 1,021 | 1,005 |
138 | 1,510 | 1,354 | 1,265 | 1,220 | 1,175 | 1,148 | 1,102 | 1,056 | 1,043 | 1,026 |
139 | 1,547 | 1,387 | 1,296 | 1,249 | 1,204 | 1,176 | 1,127 | 1,078 | 1,065 | 1,047 |
140 | 1,582 | 1,420 | 1,327 | 1,278 | 1,232 | 1,204 | 1,152 | 1,099 | 1,087 | 1,068 |
141 | 1,618 | 1,453 | 1,358 | 1,307 | 1,260 | 1,232 | 1,176 | 1,121 | 1,109 | 1,090 |
142 | 1,654 | 1,486 | 1,389 | 1,336 | 1,288 | 1,260 | 1,201 | 1,142 | 1,131 | 1,111 |
143 | 1,690 | 1,519 | 1,420 | 1,365 | 1,317 | 1,288 | 1,226 | 1,164 | 1,153 | 1,132 |
144 | 1,726 | 1,552 | 1,451 | 1,394 | 1,345 | 1,316 | 1,251 | 1,186 | 1,175 | 1,153 |
145 | 1,762 | 1,585 | 1,482 | 1,423 | 1,374 | 1,344 | 1,276 | 1,207 | 1,197 | 1,174 |
146 | 1,798 | 1,618 | 1,513 | 1,452 | 1,402 | 1,372 | 1,300 | 1,229 | 1,219 | 1,196 |
147 | 1,834 | 1,651 | 1,544 | 1,481 | 1,430 | 1,400 | 1,325 | 1,250 | 1,241 | 1,217 |
148 | 1,870 | 1,684 | 1,575 | 1,510 | 1,459 | 1,428 | 1,350 | 1,272 | 1,263 | 1,238 |
149 | 1,906 | 1,717 | 1,606 | 1,539 | 1,487 | 1,456 | 1,375 | 1,294 | 1,285 | 1,259 |
150 | 1,943 | 1,750 | 1,637 | 1,568 | 1,515 | 1,484 | 1,400 | 1,315 | 1,307 | 1,280 |
- Values in the table are based off of: [1].
- Resistance Ranks are linear per level while the various ranks for that level are exponential increases as resistance increases.
- Final table data is credited to Thefoxdanger.
- There was not enough data collected for the 20% and 25% ranks, but it is safe to say the curve gets steep.
- Keep in mind, the table is estimated values built off of another table of very well estimated values. Expect that you may possibly be off by ~10 magic accuracy at a given time.