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==Accuracy== '''To calculate accuracy''': 1. Begin by calculating "Effective" [[ATA]]: <code>Effective ATA = (Total ATA) * (Attack Type modifier) * (Combo Step modifier)</code> * '''Attack Type modifier''' is: ** Normal: 1.0 ** Heavy: 0.7 ** Special: 0.5 * '''Combo Step modifier''' is: ** First attack: 1.0 ** Second attack: 1.3 ** Third attack: 1.69 2. Next, calculate the [[Monsters|enemy's]] "Effective" [[EVP]]: <code>Effective EVP = (Enemy EVP) * (Status Effect modifier)</code> * '''Status Effect modifier''' is: ** {{Paralyzed}} or {{Shocked}}: 0.85 ** {{Frozen}}: 0.7 ** Both: 0.55 ** No status: 1 3. Finally, calculate accuracy using the appropriate melee or ranged accuracy formula: <code>Melee Attack Accuracy = (Effective ATA) - ((Effective EVP) * 0.2)</code><br> <code>Ranged Attack Accuracy = (Effective ATA) - ((Effective EVP) * 0.2) - (Distance Penalty)</code> * The calculated numbers are percentages. For accuracy values above <code>100</code>, the given attack hits 100%. For negative values, the attack always misses (0%). * '''Distance Penalty''' is <code>Distance * 0.33</code> if the character is a [[Hunter]] or [[Force]] without {{Unit|rare|Smartlink}} (see Smartlink page for more detail), and 0 otherwise. The accuracy check does not occur for certain projectiles if the target has moved too far when the projectile reaches the target's hitbox. This distance is 8 units for bullets. If the target has moved towards the player when manual evasion occurs, the "MISS" text is displayed. Certain weapons create attacks with launcher projectiles that do not have a manual evasion check. Slicer projectiles follow different rules for collision. The projectile must come within 10 units of its intended target's original position for any collision check to occur. When this condition is met, the projectile connects with the target if the distance between the target's hitbox and the slicer's original position is less than the weapon's max distance. Due to consideration of the target's hitbox, slicers rarely experience manual evasion on most enemies. Projectiles that are both subject to manual evasion and specifically fired at a target will have a lifetime calculated by <code>(Distance to Target) / Speed</code>. It is possible for the game to destroy the projectile before it physically collides with the target's hitbox if the target was pushed back. There will be no "MISS" text in this case. This is commonly seen when using Heavy Attacks with weapons such as {{Gun|rare|L&K38 Combat}} and {{Gun|rare|Yasminkov 9000M}} at a distance.
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