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A few important things with x^a is that when a = 0, e.g. x^0, the answer will always be 1 regardless of what 'x' is. In this case 1 corresponds to 100%, that is 100% hit chance. When a = 1, we get x^1 which is the same as 'x', in the to hit equation a power of 1 means 0.5^1 = 0.5, so a 50% hit chance. If 'a' is very high instead, the answer will approach 0, for all practical purposes it will be a 0% hit chance. So what does all this mean? It means that we want 'a' (the big scary thing on the upper right side of 0.5 in the equation above) to be as small as possible to have a high chance of hitting a target. Alternatively, we might want a foe to have an 'a' that is as large as possible to reduce his damage output. | A few important things with x^a is that when a = 0, e.g. x^0, the answer will always be 1 regardless of what 'x' is. In this case 1 corresponds to 100%, that is 100% hit chance. When a = 1, we get x^1 which is the same as 'x', in the to hit equation a power of 1 means 0.5^1 = 0.5, so a 50% hit chance. If 'a' is very high instead, the answer will approach 0, for all practical purposes it will be a 0% hit chance. So what does all this mean? It means that we want 'a' (the big scary thing on the upper right side of 0.5 in the equation above) to be as small as possible to have a high chance of hitting a target. Alternatively, we might want a foe to have an 'a' that is as large as possible to reduce his damage output. | ||
If you thought this part was tricky, don't worry about it, its not like anyone will ever solve equations like this when playing. We will now look into how this effect gameplay | If you thought this part was tricky, don't worry about it, its not like anyone will ever solve equations like this when playing. We will now look into how this effect the gameplay. | ||
==Range== | ==Range== | ||