User:Darth l33t/To-hit

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When attacking a monster in NetHack, you must make a successful to-hit roll to actually strike it. To do this, your to-hit bonus must exceed the roll of 1d20.[1] Otherwise, your attack misses.

To-hit factors

These are the factors that affect your chance of hitting with any non-spell attack, whether melee or ranged:

Weapon and equipment

Your characteristics and status

Skills

  • A bonus or penalty from −4 to +3 (see table), depending on your skill with the wielded weapon (or bare hands or martial arts, if you are not two-weaponing.[12]
  • A penalty if riding a steed: −2 if restricted or Unskilled in riding, −1 if Basic, and no penalty if Skilled or better.[13]

Monster characteristics and status

  • The target monster's AC.[14]
  • +2 (cumulative) against a stunned, fleeing, or sleeping monster; a sleeping monster will wake up.[15]
  • +4 against a paralyzed monster; it has a 10% chance to wake up.[16]

Monster-specific

Melee

These factors only affect your chance to hit with melee attacks:

Weapon and equipment

Your characteristics and status

  • +1 for all melee attacks.[24]
  • A bonus based on your strength (see strength table).[25]
  • +1 if you are at experience level 1 or 2.[26]
  • A penalty from −9 to −3 (see table), depending on your two weapon combat skill (or your weapon skill, if it is lower), if you are two-weaponing.[27]
  • An additional −2 if you engage in two weapon combat while riding a steed.[28]
  • −1 if you are burdened, −3 if you are stressed, or −5 if you are strained; if you are overtaxed or overloaded you will be unable to attack at all.[29]
  • −3 if you are currently trapped.[30]
  • If you are engulfed, you always hit.[31]

Ranged

These are some of the factors that might affect your chance of hitting when throwing or kicking items, or when applying a polearm:

Monster characteristics and status

  • A bonus or penalty from −2 to +5 (see table), depending on the size of the target monster.
  • +2 (cumulative) against a stunned, fleeing, or sleeping monster; a sleeping monster will wake up.[38]
  • +4 against a paralyzed monster; it has a 10% chance to wake up.[39]
  • +2 if the item used is a heavy iron ball.
  • +6 if the item used is a boulder.

Spells

The to-hit calculation for spells is quite different. For ray spells, your to-hit bonus must exceed the result of 4 minus 1d20.

The calculation of the to-hit bonus is simple:

  • A bonus or penalty from −4 to +3 (see table), depending on your skill with the spell school.[40]
  • A bonus based on your dexterity (see dexterity table).[41]
  • If the monster's AC is non-negative, add the monster's AC.
  • If the monster's AC is negative, add a random number between −1 and its AC.

Non-ray spells work differently - force bolt will hit if the roll of a d20 is lower than (10 + target's AC), with no modification for dexterity or skill. Other beam and non-directional spells will always hit, but may be resisted.

Bonus tables

Strength bonus

The strength bonus applies to melee attacks only.

Strength Bonus
3 to 5 −2
6 to 7 −1
8 to 16 0
17 to 18/50 +1
18/51 to 18/99 +2
18/** to 25 +3

Dexterity bonus

The dexterity bonus applies to both melee and ranged attacks.

Dexterity Bonus
3 −3
4 to 5 −2
6 to 7 −1
8 to 14 0
15 +1
16 +2
17 +3
18 +4
19 +5
20 +6
21 +7
22 +8
23 +9
24 +10
25 +11

Weapon skill bonus

The weapon skill bonus applies to both melee and ranged attacks.

Skill Bonus
Restricted or
Unskilled
−4
Basic 0
Skilled +2
Expert +3

Spell skill bonus

The spell skill bonus applies only to ray and beam attacks.

Skill Bonus
Restricted or
Unskilled
−4
Basic 0
Skilled +2
Expert +3

Two weapon penalty

The two weapon combat penalty applies to melee attacks only. It uses the lesser of the two weapon combat skill and your primary weapon's skill.

Skill Penalty
Restricted or Unskilled −9
Basic −7
Skilled −5
Expert −3

Riding penalty

The riding penalty applies if you are mounted on a steed, and varies based on your riding skill.

Skill Penalty
Restricted or Unskilled −2
Basic −1
Skilled or Expert 0

Monster size bonus

The monster size bonus applies to ranged attacks only.

Size Bonus
Tiny −2
Small −1
Medium 0
Large +1
Huge +2
Gigantic +5

Variants

SporkHack does grant to-hit bonues for bare-hands or martial arts skill when hitting in melee without any wielded item. Monks and Samurai get the martial arts bonus; other roles get the bare hands bonus.

Skill Bare hands
bonus
Martial arts
bonus
Unskilled +1 (n/a)
Basic +1 +3
Skilled +2 +4
Expert +2 +5
Master +3 +6
Grand Master +3 +7

References

  1. Jump up uhitm.c in NetHack 3.4.3, line 478: to-hit roll
  2. Jump up weapon.c in NetHack 3.4.3, line 137: item to-hit bonus
  3. Jump up weapon.c in NetHack 3.4.3, line 133: enchantment bonus for weapons
  4. Jump up weapon.c in NetHack 3.4.3, line 164: artifact bonus
  5. Jump up uhitm.c in NetHack 3.4.3, line 236: your to-hit bonus from rings, u.uhitinc
  6. Jump up weapon.c in NetHack 3.4.3, line 688: strength and dexterity bonuses
  7. Jump up uhitm.c in NetHack 3.4.3, line 236: Luck bonus
  8. Jump up uhitm.c in NetHack 3.4.3, line 237: natural and polymorphed level bonuses
  9. Jump up uhitm.c in NetHack 3.4.3, line 277: weight penalty
  10. Jump up uhitm.c in NetHack 3.4.3, line 278: trap penalty
  11. Jump up uhitm.c in NetHack 3.4.3, line 478: always hit if engulfed
  12. Jump up weapon.c in NetHack 3.4.3, line 1109: skill bonus
  13. Jump up weapon.c in NetHack 3.4.3, line 1146: base riding penalty
  14. Jump up uhitm.c in NetHack 3.4.3, line 236: monster AC
  15. Jump up uhitm.c in NetHack 3.4.3, line 250: monster status bonuses
  16. Jump up uhitm.c in NetHack 3.4.3, line 257: paralyzed monster bonus
  17. Jump up weapon.c in NetHack 3.4.3, line 142: blessed bonus against demons/undead
  18. Jump up weapon.c in NetHack 3.4.3, line 145: spear versus "kebabable" monster
  19. Jump up weapon.c in NetHack 3.4.3, line 149: trident versus swimmers
  20. Jump up weapon.c in NetHack 3.4.3, line 155: pick versus phasing and thick-skinned
  21. Jump up uhitm.c in NetHack 3.4.3, line 264: elves versus orcs
  22. Jump up uhitm.c in NetHack 3.4.3, line 267
  23. Jump up uhitm.c in NetHack 3.4.3, line 267: monk penalty and bonus
  24. Jump up uhitm.c in NetHack 3.4.3, line 236: base +1 for melee
  25. Jump up weapon.c in NetHack 3.4.3, line 688: strength and dexterity bonuses
  26. Jump up weapon.c in NetHack 3.4.3, line 703: beginner to-hit bonus
  27. Jump up weapon.c in NetHack 3.4.3, line 1118: two weapon penalty
  28. Jump up weapon.c in NetHack 3.4.3, line 1154: two weapon riding penalty
  29. Jump up uhitm.c in NetHack 3.4.3, line 277: weight penalty
  30. Jump up uhitm.c in NetHack 3.4.3, line 278: trap penalty
  31. Jump up uhitm.c in NetHack 3.4.3, line 478: always hit if engulfed
  32. Jump up dothrow.c in NetHack 3.4.3, line 1198: base −1 for ranged
  33. Jump up weapon.c in NetHack 3.4.3, line 142: blessed bonus against demons/undead
  34. Jump up weapon.c in NetHack 3.4.3, line 145: spear versus "kebabable" monster
  35. Jump up weapon.c in NetHack 3.4.3, line 149: trident versus swimmers
  36. Jump up weapon.c in NetHack 3.4.3, line 155: pick versus phasing and thick-skinned
  37. Jump up dothrow.c in NetHack 3.4.3, line 1232: elves versus orcs
  38. Jump up uhitm.c in NetHack 3.4.3, line 250: monster status bonuses
  39. Jump up uhitm.c in NetHack 3.4.3, line 257: paralyzed monster bonus
  40. Jump up zap.c in NetHack 3.4.3, line 2540: skill bonus
  41. Jump up zap.c in NetHack 3.4.3, line 2548: spell dexterity bonus