Magic Hit Rate

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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%.

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.

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