Doer
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- David "Doer" Falkayn
This is a subject that hasn't received a lot of public scrutiny. My experiences to date lead me to believe that is for the following reasons:
Fortunately, i am fairly safe in making these statements on account of the the poor chance any of the same will actually read the thread.
To be fair, if i was more into PK, my original assumptions regarding this issue would have been better informed.
Anyway, now that i've vented my frustration at dealing with one too many trigger-happy little punks in the process of conducting tests, let's get down to business. This is a thread about effective hit ability in player-versus-player combat, and the role that Evader and Dodger play. Here's a history of what has been tested before, and the hypotheses and observations. Feel free to skip past the quotes for the executive summary.
And finally, thanks to Nebu for challenging my assumptions based on the earlier tests:
In short,
The last point is the big one, here. I didn't test that at all previously. This is an invitation to start exploring the effect of the target's skill level on hit rate in PvP. I welcome results from others to add to the plot.
With the focus here being on skills, rather than skill mod attachments, the tests were done with maxed SIB weapons. Specifically, the M2100 and Powerfist from the TT. I also tested a Mann MPH in similar conditions and found that my miss rate was higher (as would be expected), but beyond that, did not investigate the effect of HA on the hit rate. To repeat: all of the results plotted here are with a maxed SIB weapon. Now, with no further ado, here's what i collected yesterday, with many thanks to Hijacker hijacker27 inferno for his patience and helpfulness.
What you are seeing is that it appears to be a relationship--between the attacker's (Hit) professional standing and the defender's Dodger (or Evader in the case of Powerfist) standing--that determines the hit rate. More tests are needed, but it seems that when the attacker has significantly higher (where "significantly" is possibly 20 levels) Hit than the defender's Dodger, the hit rate will be almost flawless. As the two professions draw closer together, the hit rate declines to at least 85%, which may be the minimum. This makes it possible to reconcile mjukis' experience (getting 100% hits on avatars with high dodge, and then less than 100% with a lower Hit profession) and the previous tests.
It would be very helpful to have players with high Dodger volunteer to stand still for 10 minutes in the ring.
PvPer's version: Skills matter.
Thanks to the following for their helpful participation:
Hijacker hijacker27 inferno
Black Hawk Hawk
Noober to Uber
Lance Blackthorn
jwuan marcus
Micah Hoos McDowell
Runner Blade Runner
Cloud
Thaddeuss
Beatrix
- PKers are generally willing to believe that any success they have is due to their own IRL awesomeness
- PKers are generally of a breed that is too short on patience for conducting boring tests and reading of lengthy discourse

Anyway, now that i've vented my frustration at dealing with one too many trigger-happy little punks in the process of conducting tests, let's get down to business. This is a thread about effective hit ability in player-versus-player combat, and the role that Evader and Dodger play. Here's a history of what has been tested before, and the hypotheses and observations. Feel free to skip past the quotes for the executive summary.
I have a bit of info that might be interesting for your research.
With imk2 without attachments I have 100% hit rate in pvp (tested on some very high dodge avatars)
With mm on the same avatars I have quite a bit less hit rate without attachments (my base laser pistoleer HA is 8.0), but even with scopes and lasers that would make my laser pistoleer HA greater than my laser sniper I don't get quite 100%
Against mobs I don't notice any difference between imk2 and mm with lasers. There might be one but difference between 100% and slightly below 100% is much easier to see than 91% or just under 91%
So maybe you should add pvp testing to your research as some thing may be easier to see.
Thanks for sharing this mjukis. This shows that there is clearly a different system used to determine the hit rate on avatars versus on mobs. I didn't realize that 100% hit rate was possible in PvP. I surmise you have >= level 100 (Hit) in sniper.
It suggests that the skill mod either 1) works differently in PvP situations, 2) scales non-linearly near 10.0 HA (one of the two cases i mentioned in a previous post) or 3) doesn't increase effective HA.
Ok, curiosity was killing me. I spent some time in the octagon with a mann and m2100. Here's what i've got so far thanks to some help. These are all vs. a player with no Dodger levels.
Maxed SIB weapon (m2100): 100 shots
Hit rate 1.0
No crit hits
< Level 1 Laser Pistoleer (Hit)) with Mann MPH: 5x100 shots
Hit rate 0.818 +- 0.043
No crit hits
Level ~47 Laser Pistoleer (Hit) with Mann MPH: 2x100 shots
Hit rate 0.97 +- 0
1 total crit hit (out of 200)
Level ~47 Laser Pistoleer (Hit) with Mann MPH + 2x SE600 and 1900RS (28% skill mod -- Effective level 60 (Hit): 2x100 shots
Hit rate 0.98 +- 0.02
1 total crit hit (out of 200)
It apparently is indeed possible to get 100% hits in PvP. What's not so certain is the nature of the range from 0 HA to 10 HA. The base HA gives around 0.8 hit rate -- the same as against mobs -- but even at just halfway to maxed i was getting nearly perfect hits. I think it might be a higher order curve than linear, which would mean that skill mod attachments in PvP would be less effective than against mobs (and also mean that low (Hit) skills in PvP aren't as important); however, it is not certain from my tests if skill mod does anything at all in PvP.
![]()
Using the asymptotic fn(x) = 1/sqrt(x) gives a result that has hit rate ~0.97 at 4.7 HA (plotted above). This function predicts a hit rate of ~0.9 at HA 0.8 and a hit rate of ~0.95 at HA 3. Some tests by players in the range 0.5-3.0 HA would be very helpful at verifying this.
It may be that the opponent's Dodger level modifies the curve something like this:
![]()
The problem is, at my HA this equation gives a difference of just 1% in hitrate between a level 0 Dodger and a level 30 Dodger. This function predicts a hit rate of ~0.9 at HA 0.8 and a hit rate of ~0.95 at HA 3. We need some tests by players in the range 0.5-3.0 HA laser pistoleer vs. a level 0 Dodger and a high level Dodger. Volunteers?
One thing that has been nagging me is that i know i have successfully dodged grenades multiple times. I guess it's possible that the grenader had < 10/10 on the launcher. Less likely is that the hit ability on those works differently. I'll need to ask next time it happens to be sure.
And finally, thanks to Nebu for challenging my assumptions based on the earlier tests:
I dont have tests, but I know from experience if you fire three rockets into a group of people and hit all of them but miss Joda every time, then his dodger level must play a role.
You say a different effective HA in PVP, I agree with that. But that is something different than saying "dodge has no effect in PVP".
In short,
- PvP appears to have a different effective HA than hunting
- It is possible to get 100% hit rate in PvP
- The minimum hit rate for a noob vs a noob is 77-85% (possibly the same as in player vs. mob)
- The hit rate goes up much more quickly than in hunting
- It's not clear that skill mod attachments play a role
- The target's skill does affect the hit rate!
The last point is the big one, here. I didn't test that at all previously. This is an invitation to start exploring the effect of the target's skill level on hit rate in PvP. I welcome results from others to add to the plot.
With the focus here being on skills, rather than skill mod attachments, the tests were done with maxed SIB weapons. Specifically, the M2100 and Powerfist from the TT. I also tested a Mann MPH in similar conditions and found that my miss rate was higher (as would be expected), but beyond that, did not investigate the effect of HA on the hit rate. To repeat: all of the results plotted here are with a maxed SIB weapon. Now, with no further ado, here's what i collected yesterday, with many thanks to Hijacker hijacker27 inferno for his patience and helpfulness.
What you are seeing is that it appears to be a relationship--between the attacker's (Hit) professional standing and the defender's Dodger (or Evader in the case of Powerfist) standing--that determines the hit rate. More tests are needed, but it seems that when the attacker has significantly higher (where "significantly" is possibly 20 levels) Hit than the defender's Dodger, the hit rate will be almost flawless. As the two professions draw closer together, the hit rate declines to at least 85%, which may be the minimum. This makes it possible to reconcile mjukis' experience (getting 100% hits on avatars with high dodge, and then less than 100% with a lower Hit profession) and the previous tests.
It would be very helpful to have players with high Dodger volunteer to stand still for 10 minutes in the ring.
PvPer's version: Skills matter.
Thanks to the following for their helpful participation:
Hijacker hijacker27 inferno
Black Hawk Hawk
Noober to Uber
Lance Blackthorn
jwuan marcus
Micah Hoos McDowell
Runner Blade Runner
Cloud
Thaddeuss
Beatrix
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