To-Hit % (cth)
Character to-hit affects the chance for a non-magical (melee/arrow) to hit a target. The higher the value, the more likely the attack will hit. Even if
an attack is determined to hit, a target equiping a shield may still attempt to block, so a "hit" may or may not mean the target does get hit and take damage.
Monsters can not block.
Note the difference between final to-hit and character to-hit. Character to-hit is the value shown in the character screen and does not reflect the final
to-hit, which is a number between 5% and 95% (auto-miss). Final to-hit is the actual chance an attack has to hit a target. Monsters may have a final to-hit value up to 100%.
The to-hit displayed in character screen:
% = 50 + dex/2 + (to-hit% from items)
The final to-hit for a melee attack:
% = (to-hit%) + clvl + bonus - (AC of monster)
The final to-hit% for an arrow:
% = 50 + dex + (to-hit% from items) + clvl + bonus - distance*distance/2 - (AC of monster)
The bonus is a hidden value that varies with character class and weapon class. This bonus if 20 for warriors with melee attacks, 10 for warriors using a bow,
20 for rogues using a bow, and 20 for sorcerers with magical attacks. Distance is actually a time value. Diablo runs at 20 frames per second, and distance increases by 1 each frame. Some other
things to consider about to-hit:
- 100% to-hit in the character screen does NOT mean attacks will hit 100% of the time.
- It does not affect the chance for magical attacks to hit.
- It will be ignored when attacking a stone cursed monster as they will always be hit
The final to hit for magical attacks:
% = 50 + mag - 2*mlvl + bonus
Armor class does not affect that chance for magical attacks to hit. If a monster is immune to a type of magic it will never get hit. Maximum magic to-hit
is 105 mag, 135 mag, 165 mag for normal, nightmare, hell repsectively. Below is a table of maximum useful to-hit as shown in the character screen (the number shown is the minimum number needed to be displayed in the character
screen).
- Difficulty: view values for a given difficulty
- Final to-hit: change this to diplay character to-hit needed to achieve the selected final to-hit
- Class/Attack: change these to affect the applied bonus values
- To view values for a specific character level, select it from the final column
- Maximum FTH is compared to the toughest melee enemy, the Blood Knight
- Note: for arrow to-hit, the maximum base dexterity per character class is used and distance is taken to be 7 (seven frames is the time it takes for
a rogue to fire an arrow)
|