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)
Difficulty: Final to-Hit:
Class: Attack:

Clvl: 30 40 50
Maximum useful
to-hit (BK's):
-- -- -- --


Maximum useful to-hit per enemy type:
Clvl: 30 40 50 Your
clvl:
Lava Maw -- -- -- --
Storm Lord -- -- -- --
Maelstorm -- -- -- --
Guardian -- -- -- --
Vortex Lord -- -- -- --
Balrog -- -- -- --
Cave Viper -- -- -- --
Fire Drake -- -- -- --
Gold Viper -- -- -- --
Azure Drake -- -- -- --
Succubus -- -- -- --
Snow Witch -- -- -- --
Hell Spawn -- -- -- --
Soul Burner -- -- -- --
Black Knight -- -- -- --
Doom Guard -- -- -- --
Steel Lord -- -- -- --
Blood Knight -- -- -- --
Counselor -- -- -- --
Magistrate -- -- -- --
Cabalist -- -- -- --
Advocate -- -- -- --
-- -- -- -- --
Average
Useful to-hit:
-- -- -- --