CoDT Formulas
From Soloralwiki
Accuracy Formula
Base Facing + User's Accuracy Mod - Target's Evasion Mod + Speed Comparison + Level Comparison
- Base Facing - front: 50, front/side: 60, side: 70, side/back: 80, back: 90.
- User's Accuracy Mod - the job's natural accuracy bonus or penalty + accuracy bonuses or penalties from equipment + accuracy bonus or penalties from status effects
- Target's Evasion Mod - the job's natural evasion bonus or penalty + evasion bonuses or penalties from equipment + evasion bonus or penalties from status effects
- Speed Comparison - (user's speed - target's speed)/4. User being faster results in a bonus, target being faster results in a penalty.
- Level Comparison - user's level - target's level. Each level above gives 1%, each level below gives -1%.
Example 1: level 2 Soldier (acc mod 0, no equipment or status effects) with speed of 15 attacks a level 2 Rogue (evasion mod +10, no equipment or status effects) with speed 25 from the front.
Base facing = 50 from front.
User's Accuracy mod = 0 from job, 0 from equipment, 0 from status = 0 total
Target's Evasion mod = 10 from job, 0 from equipment, 0 from status = 10 total
Speed comparison = (15 - 25)/4 = -10/4 = -2 penalty (rounded down from a fraction)
Level comparison = 2 - 2 = 0
So... attack success rate is...
50 + 0 - 10 - 2 + 0, or 38%
Which is crappy odds, and probably a waste of time trying it.
Example 2: level 2 Soldier (acc mod 0, +5 acc ring, no status effects) with speed of 15 attacks a level 2 Rogue (evasion mod +10, no equipment or status effects) with speed 25 from the side/back.
80 from side/back + 5 from acc ring - 10 from Rogue's evasion - 2 from speed penalty + 0 level difference
80 + 5 - 10 - 2 + 0 = 73%
Which is decent enough to try, especially considering that dirty Rogue probably has very bad defense.
Hit Comparison
If Rand() <= Hit% - ShieldMod then Hit
Rand{} - Random Number between 0 and 100 inclusive.
Hit% - Number attained through the "Accuracy Formula" above.
ShieldMod - Percentage that shield adds to ability to defend.
If a value is found to be between the grey area between Hit% and (Hit% - ShieldMod), then that hit is defended with a shield rather than dodged.