Talk:Dexterity
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I suspect that DEX and AGI play a double role in hit rate calculation similar to how STR and VIT play a double role in damage calculation. With damage calculation, the attacker's STR and the opponent's VIT determine the range of possible damage values that can come out. You could use a Gaussian curve to represent the distribution of damage values that can result. Then, attack and defense come into play to determine where within the determined range the damage turns out the most. My understanding is that higher Attack skews the curve left (i.e. lower damage values become less frequent, higher damage values become more frequent), and higher Defense skews the curve right (higher damage values become less frequent).
It is probably true that 2 DEX = 1 accuracy, but it might also have its own direct effect on hit rate as well. I imagine that the attacker's DEX and opponent's AGI determine a range of potential hit rates, then Accuracy and Evasion are checked to determine where within that range the actual hit rate lies. In effect, this would imply that when an opponent's AGI severely outweighs an attacker's DEX, regardless of how much Accuracy+ the attacker has, he or she may never achieve a good hit rate. If you add 10 or 20 accuracy and you don't see hardly any difference in hit rate, you may need more DEX.
I haven't used careful observation and analysis to determine if this truely the case, but I imagine you could check this by seeing if hit rates for mobs that just barely reach the threshold of "low evasion" (or "high evasion") are always the same.
Has anyone done any more testing to prove this theory? Anywhere I can read up about it?--Anonymous 01:37, 6 July 2007 (CDT)
August 2007 Update
I edited the article to state the that the effect of DEX on ACC when a two-handed weapon is equipped only applies to DEX from equipment, and that it affects -DEX in the same way it affects +DEX. Source ⇨ ∆ιτнεηа 01:00, 30 August 2007 (CDT)

