This has been in the works for a while, but now it's finally been able to be implemented, thanks to Krypto. c:
The way accuracy is calculated in battle has changed. Here is an overview:
- Precision is now capped at 50. Each value has a corresponding base percentage to hit (1 = 50%, 2 = 51%, and so on up to 50 = 99%).
- To determine a pet's actual percent chance to hit, the difference between the combatants' Speed is found. This difference becomes a percentage. For the faster pet, it is determined what number equals this percentage of its Precision, which is then added to the base percentage to hit. For the slower pet, it is determined what number equals this percentage of its Precision, which is then subtracted from the base percentage to hit. (To try to make this more clear, imagine two pets are battling. One has a Speed of 30 and a Precision of 20 [base percentage to hit = 69%], while the other has a Speed of 20 and a Precision of 30 [base percentage to hit = 78%]. First, the difference between their Speeds is calculated -- in this case, 10. For the first pet, 10% of 20 is 2, so its actual percent chance to hit becomes 71% [20 + 2 = 22, or 71%]. For the second pet, 10% of 30 is three, so its actual percent chance to hit becomes 76% [30 - 3 = 27, or 76%].)
- The chance to hit is rolled from 1 - 100. Anything over the pet's percent chance to hit is a miss (for example, if a pet has a 55% chance to hit, it will miss on a roll of 56 or higher). A roll of 100 is automatically a miss.
- Accuracy cannot go over 99%, even with Traits.
So what does all this mean for you? Not a whole lot, since the roller does all the math for you~ All you need to do is recalculate your Precision stats, since it now caps at 50.
(While we're talking about stat stuff... please look at this thread? Please? I need input. :,| )