Hit Rate
From FFXIclopedia, the free Final Fantasy XI encyclopedia
Hit Rate or effective accuracy is the ratio of number of attack landed on opponent to the total number of attack attempted in the long run.
- Hit-rate = total attack landed / total attack attempted
Relation to accuracy and evasion
- When attacker's total accuracy is the same defender's total evasion, then the expected hit-rate is 75%
- if Accuracy == Evasion → Hit-rate = 75%
- For every 1 increment of attacker's accuracy, attacker's expected hit-rate is raised by 0.5%
- Example:
- Lv33 character fighting an Even Match monster whose evasion is the same as character's total accuracy without enhancements
- Hit rate = 75%
- Once the character uses an item such as a Peacock Charm (accuracy+10), then the expected hit-rate will be:
- Hit rate = 75% + 10 * 0.5% = 80%
Level Correction
- When defender has higher level than attacker, then attacker is imposed 4 accuracy penalty for every 1 level difference
- Example:
- Lv75 character hitting Lv85 monster, where the lv75 character has the same amount of accuracy as Lv85 monster.
- Level difference = 10
- Accuracy Penalty = 4 acc/level * 10 level = 40 accuracy
- Hit-rate = 75% + (-40) * 0.5% = 55%
- When a Player Character attacks a lower level monster, the attacker gains a 4 accuracy bonus per level difference.
- Example:
- Lv75 character with 375 accuracy fighting a Lv70 monster with 365 Evasion
- Level difference = 5
- Accuracy adjustment = 4 acc/level * 5 level = 20 accuracy
- New player acc = 395 → Player acc - mob evasion = 30
- Hit rate = 75% + 30*0.5% = 90% hit rate (good time to eat meat instead of sushi)
- Summed Up:
- Hit Rate = 75% + (Accuracy - Evasion) x 0.5% + (Attackers Level - Defenders Level) x 2

