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HomeLineage 2 BlogAbout the gameAccuracy and Evasion in Lineage 2
Accuracy and Evasion in Lineage 2
About the game
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Accuracy and evasion are the very first layer of combat: until a blow lands, neither defense, shield, nor resistance matter. Moreover, both values ​​are not stored anywhere—the game calculates them on the fly from agility and level.

Below we will discuss what can actually miss, what formula is used to calculate the chance of hitting, where both indicators come from and why. The weapon type affects hits more than any buff.

Only a normal hit can miss.

The miss check is called in exactly four places in the code, and all four are auto attacks: a normal strike, a bow shot, and two dual wield throws.

Skills don't miss at all. Neither physical nor magical—they have their own math: debuffs have a chance to apply, dagger strikes have a chance to trigger, but there's no such thing as "missing." Damage from a skill always happens, if the skill is used at all.

Dual wielding weapons roll the dice twice. —separately for each of the two strikes, and they are independent. Therefore, a "half-miss" with double-wielding weapons seems normal, but with one-handed weapons this does not happen.

Hitting formula

chance to hit = 88 + 2 × (attacker's accuracy − target's evasion)

All things being equal, this is 88%Each unit of difference is worth 2%The result is constrained within the boundaries of 28% until 98%: it is impossible to completely dodge, as well as to hit accurately.

The boundaries are converging faster than it seems. Already five units the benefits are definitely pushing you up against the ceiling, and thirty units of lag - to the floor. Anything gained beyond this is wasted.

Where do both indicators come from?

Accuracy and evasion are considered the same formula - this is not a typo, they are indeed constructed the same way:

√DEX × 6 + character level

Plus bonuses for higher levels: +1 for each level above 69, +2 after 77, +1 after 80, and +1 after 85. No class has its own bonus—the starting difference between characters comes solely from Dexterity.

How does agility affect accuracy and evasion in Lineage 2?

Because of the root the return on agility is diminishingFive points from 20 to 25 yield 3,2 units, while the same five from 55 to 60 yield only 2,0. Investing in agility is more beneficial for those with low agility to begin with.

The level weighs the same as dexterity

The level is included in the formula directly, unit by unit. This means Each level of difference between you and the enemy increases your chance of hitting by 2%. - in both directions.

A five-level difference is already a 10% hit rate, and a fifteen-level difference is a 30% hit rate. This is why monsters much taller than you are are constantly missed, and no buffs can compensate: a four-level bonus pales in comparison to the level gap.

Weapons: The Most Underrated Multiplier

This is almost never written about, but it weighs more than anything else. The accuracy is specified in the item itself., and it varies for different types of weapons:

Type of weapon Accuracy Chance to hit
Cudgel + 4.75 97,5%
Two-handed club + 4.75 97,5%
Brass knuckles + 4.75 97,5%
Sword 0 88,0%
Claymore 0 88,0%
Twin Blades 0 88,0%
Fists 0 88,0%
Cutlass -3.75 80,5%
Bow -3.75 80,5%
A spear -3.75 80,5%

The values ​​are given for the vast majority of samples of each type; some rare items may have different numbers.

Accuracy of different weapon types in Lineage 2

The gap between the club and the dagger is 8,5 units, that is, 17% of hitsFor comparison, the best accuracy buff gives 4 units, and the Hawk Eye skill gives 10, and only for a short time.

This has practical implications. Daggers, archers, and spearmen initially miss more often than others—they need accuracy more. But the club, all other stats being equal, almost always hits: it has a +4,75 bonus simply for its type.

The shield pays with evasion

Any shield in the game takes away 8 units of evasion — This increases the opponent's chance to hit you by 16%. In exchange, a block is applied. The tradeoff is deliberate: the shield turns some missed attacks into blocked ones.

Accuracy skills

Skill Type What gives Who teaches?
AccuracyAccuracy switchable accuracy +3 Assassin, Elven Scout, Orc Raider, Rogue, Warrior
Agile MovementAgile Movement passive accuracy +3 Orc Monk, Tyrant
Angelic IconAngelic Icon active accuracy +6 Paladin
Assassin ServitorAssassin Servitor active Accuracy +4; Evasion +4 Spectral Master
Bison Spirit TotemBison Spirit Totem active accuracy +6 Tyrant
Chant of EagleChant of Eagle active accuracy +4 Warcryer
Chant of VictoryChant of Victory active accuracy +4 Doomcryer
Dance of InspirationDance of Inspiration active accuracy +4 Bladedancer
Dead EyeDead Eye active accuracy +3 Phantom Ranger
Final ServitorFinal Servitor active accuracy +4 Arcana Lord, Elemental Master, Spectral Master
Focus AttackFocus Attack active accuracy +5 Warlord
FrenzyFrenzy active accuracy +4 Destroyer, Orc Raider
GuidanceGuidance active accuracy +4 Prophet, Shillien Elder
Hawk eyeHawk eye active accuracy +10 Hawkeye
Hawk Spirit TotemHawk Spirit Totem active accuracy +6 Tyrant
Polearm AccuracyPolearm Accuracy switchable accuracy +4 Bounty Hunter, Destroyer, Warlord, Warsmith
Prophecy of FireProphecy of Fire active accuracy +4 Hierophant
Prophecy of WindProphecy of Wind active Accuracy +4; Evasion +4 Shillien Saint
Puma Spirit TotemPuma Spirit Totem active accuracy +6 Tyrant
Rabbit Spirit TotemRabbit Spirit Totem active Accuracy -9; Evasion +12 Tyrant
RageRage active Evasion -3; Accuracy +4 Destroyer, Orc Raider
Shadow senseShadow sense passive accuracy +3 Dark Fighter
SnipeSnipe active accuracy +6 Hawkeye
The Vision of Pa'agrioThe Vision of Pa'agrio active accuracy +4 Overlord
Two-handed Weapon MasteryTwo-handed Weapon Mastery passive accuracy +3 Destroyer, Orc Raider
Victories of Pa'agrioVictories of Pa'agrio active accuracy +4 Dominator
Warrior ServitorWarrior Servitor active accuracy +4 Arcana Lord
Wolf Spirit TotemWolf Spirit Totem active accuracy +3 Orc Monk
ZealotZealot active accuracy +6 Destroyer, Tyrant

Evasion skills

Skill Type What gives Who teaches?
Acrobatic MoveAcrobatic Move passive Evasion +6 Abyss Walker, Assassin, Elven Scout, Hawkeye, Phantom Ranger, Plains Walker, Rogue, Silver Ranger, Treasure Hunter
AgilityAgility active Evasion +4 Elder, Oracle
Armor MasteryArmor Mastery passive Evasion +3 Dark Fighter, Dwarven Fighter, Elven Fighter, Fighter, Orc Fighter
Boost EvasionBoost Evasion passive Evasion +4 Abyss Walker, Assassin, Elven Scout, Plains Walker, Rogue, Treasure Hunter
Chant of EvasionChant of Evasion active Evasion +4 Warcryer
DodgeDodge active Physical skill evasion +90 Windrider
Evade ShotEvade Shot active Evasion +6 Ghost Sentinel, Moonlight Sentinel
Light Armor MasteryLight Armor Mastery passive Evasion +6 Artisan, Bounty Hunter, Destroyer, Gladiator, Orc Raider, Scavenger, Warlord, Warrior, Warsmith
Light Armor MasteryLight Armor Mastery passive Evasion +7 Abyss Walker, Assassin, Elven Scout, Hawkeye, Orc Monk, Phantom Ranger, Plains Walker, Rogue, Silver Ranger, Treasure Hunter, Tyrant
Song of WaterSong of Water active Evasion +3 Swordsinger
The Tact of Pa'agrioThe Tact of Pa'agrio active Evasion +4 Overlord
Ultimate EvasionUltimate Evasion active Evasion +25 Abyss Walker, Assassin, Elven Scout, Plains Walker, Rogue, Treasure Hunter

Ultimate Evasion provides the most, but it only lasts for a few seconds. Only passives—Light Armor Mastery, Acrobatics, and others—provide a permanent bonus.

The skills that these indicators take away

Some combat buffs are paid for by accuracy or evasion—something people forget when they're just loading up on everything:

Skill Type What gives Who teaches?
Berserker SpiritBerserker Spirit active evasion -4 Cleric, Prophet
MajestyMajesty active evasion -6 Dark Avenger, Knight, Paladin
Ogre Spirit TotemOgre Spirit Totem active evasion -9 Tyrant
Parry StanceParry Stance switchable accuracy -4 Dreadnought, Fortune Seeker, Maestro, Titan
Riposte StanceRiposte Stance switchable accuracy -4 Duelist, Fortune Seeker, Grand Khavatari, Maestro
StealthStealth active Accuracy -12; Evasion -4 Treasure Hunter
The Rage of Pa'agrioThe Rage of Pa'agrio active evasion -4 Overlord
Weapon MasteryWeapon Mastery passive accuracy -9 Orc Mage, Orc Shaman, Overlord, Warcryer

Debuffs: Reduce enemy accuracy

A separate tactic is not to increase your evasion, but to destroy someone else's accuracy:

Skill Type What gives Who teaches?
Curse ChaosCurse Chaos active accuracy -12 Dark Wizard, Necromancer, Spellhowler, Wizard
Curse of AbyssCurse of Abyss active evasion -6 Soultaker
Dark VortexDark Vortex active accuracy -6 Soultaker, Storm Screamer
Light VortexLight Vortex active accuracy -6 Mystic Muse
Sand BombSand Bomb active accuracy -12 Abyss Walker, Plains Walker, Treasure Hunter
Seal of ChaosSeal of Chaos active accuracy -12 Orc Shaman, Overlord
Seal of DespairSeal of Despair active accuracy -6 Dominator

Reducing accuracy by 12 means a 24% miss rate for the enemy. This debuff is comparable in strength to a six-level difference.

Items, sets and consumables

Source What gives Whence
Majestic Heavy ArmorMajestic Heavy Armor accuracy +3 Set bonus: Majestic Plate Armor chest piece
Mithril Light ArmorMithril Light Armor Evasion +4 Set bonus: Mithril Shirt chest armor
Zubei's Leather Shirt Light ArmorZubei's Leather Shirt Light Armor Evasion +4 Set bonus: Zubei's Leather Shirt chest armor
Light Armor Set, +6 Sharpening Evasion +2 any grade
Special Ability: GuidanceSpecial Ability: Guidance accuracy +4 special property of a weapon
Special Ability: GuidanceSpecial Ability: Guidance accuracy +5,41 special property of a weapon
Special Ability: Rsk. EvasionSpecial Ability: Rsk. Evasion Evasion +6,8 special property of a weapon
Ring of BaiumRing of Baium accuracy +2 epic decoration
Ring of CoreRing of Core accuracy +1 epic decoration
Ring of Queen AntRing of Queen Ant accuracy +2 epic decoration

This list is compiled from the game files and is not exhaustive: stats also come from augmentations, and on some servers, from added items. Sets are labeled by their chestplate—this is how the set is identified.

Dagger Strikes: Dodging doesn't work here

Skills like Mortal Strike have their own trigger formula, and Dodging the target is not included in it at allThe chance is determined by your weapon's criticality, your agility bonus, the altitude adjustment, and the base chance of the skill itself.

But the situation decides. For skills marked "from behind," the chance from behind becomes exactly 100%, on the side - 50%No amount of target agility will change that.

The only way to dodge the skill

Regular dodge is useless against skills, but there is a separate stat—dodge against physical skills. The check is ongoing. after after the damage has already been calculated: if it passes, the damage is completely reset and both sides see a miss message.

It only works against physical abilities and only when the damage dealt is greater than one. There's no magical equivalent at all.

Position bonuses don't work in hit chance.

The game files contain bonuses to hitting based on the environment:

Condition Specified in files
Strike from behind + 10%
Side kick + 5%
The target is below you + 3%
The goal is higher than you −3%
Night −10%
Rain −3%

The problem is that when calculating the chance of hitting, these percentages are divided by 100, and the contribution drops to hundredths of a percent. In practice, the bonuses don't work: hitting someone in the back is useless.

In this case, in damage calculation the same values ​​are applied correctlyThat is, going behind someone's back is still beneficial, but for a different reason—damage, not accuracy.

Fascia Massage:

  • Only normal attacks miss; skills and magic never do.
  • Dual wielding weapons roll the miss die twice.
  • Chance of hitting = 88 + 2 × difference, boundaries 28…98%.
  • Accuracy and evasion are calculated the same: √DEX × 6 + level.
  • The return from agility decreases: five points from 20 give 3,2, from 55 - only 2,0.
  • Each level of difference is worth 2% of hits.
  • A club and brass knuckles give +4,75 accuracy, a dagger, bow and spear - minus 3,75.
  • The difference between a club and a dagger is 17% hit rate.
  • Any shield takes away 8 evasion.
  • Dagger strikes have their own formula, and the target's dodge is not involved in it.
  • Position bonuses apply to damage, but not to chance to hit.

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