I’ve been trying to find something on what the miss rate for shots on a weapon with 0/10 HA and 10/10 HA (and anything in between too..if it’s there). I’ve done some searches on miss rate and some other combinations. I’ve been seeing different things. 20% miss rate on a weapon with 0/10 HA and I’ve seen both 9% and 12% miss rate on a 10/10 HA weapon. Plus a random modifier of some sort.
Pretty amazing to watch the exact same gun increase in effectiveness just due to skills.
NOTE: This is NOT set in stone. This is all based on research done by players. It may or may not be close to the truth and MA can change it at any time.
Its tough to verify due to lag and other issues, but without better info these numbers are the best we can do. I’m not sure its written in stone though
One thing to bear in mind is that afaik 10/10 HA is supposed to imply you’re using the gun as effectively as possible hit-wise. Its quite plausible different guns have different levels of max effectiveness. (also lasers and scopes probably affect things further but that’s a whole other discussion :D)
Here’s some results. I think we moved to 80%-91% instead of 92%, but as mentioned it’s really hard to know because of lag &tc, and there is still the remote possibility that different weapons are slightly different (not likely IMO).
One thing to mention: there’s a separate HA to miss % in PvP situations. In those cases, the miss % goes from ~18% at 0 HA to 0% at 10 HA. The shape of the curve seems to be different, as well, meaning that you approach 100% hits very quickly.
Right, it’s more complicated than simply 100%. It may be 100% on someone with a 0 dodger prof standing, but as that increases to, let’s say, 50+ on Skal or Star, it obviously gets harder to hit them.
Yes, Doer made an observation on another thread a while back that if you put the biggest skill mod available, assume mod can increase your HA effectively beyond 10, and assume 80% hit for 0/10, 92% hit for 10/10 and continue the trend then you get remarkably close to 100% hit with the maximum skill mod.
However, I think at the time we decided it was probably coincidence as no-one has observed this actually happening.
And HA is variable on maturity of mobs VERY easy to see at newb lvls. And it would concur with ingame HA description that says it depends on choice of enemy.