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Happyville Math


How movement speed and chance of hitting are actually worked out.

 

Movement Speed

Your base movement speed is 200 + 8*(speed skill). For example, if you speed skill is 3, then your base movement speed is 224. This is then modified based on what skills you are using:

Caution: Your movement speed is reduced by 33% while Caution is on.

Stealth:  Your movement speed is reduced by [ 160 / (4 + stealth skill) ]% while using Stealth.

Observation:  Your movement speed is reduced by [ 160 / (4 + observation skill) ]% while using Observation.

This table shows movement speed reduction for using Stealth or Observation for several skill amounts:

Skill Speed Penalty
0 -40%
1 -32%
2 -27%
3 -23%
4 -20%
5 -18%
10 -11%
15 -8%

 

 

Combat

To decide whether an attack hits, first the game calculates an accuracy score for the attacker and an evasion score for the defender.  The normal accuracy score is 5 + attack skill, but certain characters have special modifiers to this (for example, Insane get only 25% of their normal accuracy score).

The base evasion score is 5 + evasion skill, but this undergoes several modifiers.

First, if Caution is not turned on, the defender gets only 33% of the normal evasion score.

Then, there is a modifier based on the angle of the attack.  An attack directly to the front multiplies the target's evasion score by 1.2 (a 20% increase), while an attack directly to the back multiplies it by 0.2 (an 80% decrease).  Attacks at other angles yield multipliers somewhere between these two.

Certain characters also have bonuses or penalties to their evasion skill.  For example, the Vampire has +100% armor bonus, so his evasion score is increased by 100%.

 

Once the accuracy and evasion scores are calculated, the game adds these and generates a random number between 0 and the total.  If the random number comes out in the accuracy part of the range, the attack hits; if it comes out in the evasion part, the attack misses.  Therefore, the chances of a hit are the same as the ratio of the accuracy score to the evasion score.  If the accuracy and evasion are equal, there's equal chance of a hit or miss (1:1).  If accuracy is twice evasion, then the odds are 2:1 in favor of a hit.  Three times as much accuracy as evasion gives 3:1 odds in favor of a hit, and so forth.  Neither probability ever becomes zero.

Here are some probabilities calculated out for your reference:

Chance to Hit from the Precise Front:

Attack Skill (left) \ Evasion Skill (top) 0 1 2 3 4 5
0 45% (72%) 41% (68%) 37% (64%) 34% (61%) 32% (58%) 29% (55%)
1 50% (75%) 45% (72%) 42% (68%) 38% (65%) 36% (63%) 33% (60%)
2 54% (78%) 49% (75%) 45% (72%) 42% (69%) 39% (66%) 37% (64%)
3 57% (80%) 53% (77%) 49% (74%) 45% (72%) 43% (69%) 40% (67%)
4 60% (82%) 56% (79%) 52% (76%) 48% (74%) 45% (72%) 43% (69%
5 63% (83%) 58% (81%) 54% (78%) 51% (76%) 48% (74%) 45% (72%)

Chance to Hit from the Precise Back:

Attack Skill (left) \ Evasion Skill (top) 0 1 2 3 4 5
0 83% (94%) 81% (93%) 78% (92%) 76% (90%) 74% (89%) 71% (88%)
1 86% (95%) 83% (94%) 81% (93%) 79% (92%) 77% (91%) 75% (90%)
2 88% (95%) 85% (95%) 83% (94%) 81% (93%) 80% (92%) 91% (78%)
3 89% (96%) 87% (95%) 85% (95%) 83% (94%) 82% (93%) 80% (92%)
4 90% (96%) 88% (96%) 87% (95%) 85% (94%) 83% (94%) 82% (93%)
5 91% (97%) 89% (96%) 88% (96%) 86% (95%) 85% (94%) 83% (94%)

Numbers in parentheses apply when the defender is not using Caution.