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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
weapon Hit + Skl × 2 + Lck + triangle Hit + support Hit + Authority + Biorhythm + Map affinity
Avoid
attack speed × 2 + Lck + terrain Avoid + support Avoid + Authority + Biorhythm + Map affinity

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

Skills involved — 7

Related