Hit & avoid
Mechanic
Hit & avoid
The chance an attack lands.
The displayed hit chance is the attacker’s Hit minus the defender’s Avoid, clamped to 0–100. Radiant Dawn is widely believed to roll two random numbers and average them ("true hit"), which makes high displayed rates more reliable and low ones less — this hasn’t been confirmed for FE10.
Exalted reworks the modifiers: Biorhythm only raises Hit (good states) or lowers Avoid (bad states), matching the map’s affinity gives +15 Hit and Avoid, and a stunned unit can’t avoid at all.
Formulas
Hit
Avoid
Attack speed: see Attack speed & doubling.
Displayed hit
clamp(Hit − enemy Avoid, 0, 100)
Map affinity
+15 Hit and +15 Avoid when the unit’s affinity matches the map’s
Biorhythm states
| Best | 0.8 | +20 | 0 | +5 |
| Good | 0.4 | +10 | 0 | 0 |
| Normal | 0.0 | 0 | 0 | 0 |
| Bad | -0.4 | 0 | −10 | 0 |
| Worst | -0.8 | 0 | −20 | −5 |
Skills involved — 7
Daunt
Reduces Hit/Crit of all enemy units by 5 within 3 tiles.
Gamble
Command: Reduce unit's total Hit by 50% while doubling their displayed critical hit %.