Accuracy and Evasion

Game version 2.1.0 · Updated 11/03/2026

The hit chance is the chance each strike lands on its target; every strike rolls on its own. It decides whether an attack deals damage, so it shapes both the damage the party deals and the attacks it takes. What affects it most, in order: the gap between the attacker's Accuracy and the target's Evasion, the skill modifier and the distance modifier.

Hit chance = min (The smaller one)(99, max (The larger one)(5, 50 + Attacker's Accuracy − Target's Evasion + Skill modifier + Type matchup + Distance modifier + Others))
  • Type matchup = 10 × (Strong pairs − Weak pairs)
  • Distance modifier = −30 × max (0 when below 0)(0, Attacker's row number + Target's row number − Range)
  • Others = Weapon Type Revision + Out-of-Range Accuracy Up + Aerial-Slayer − Anticipation
Example:
Barbara
Lv 50
(
Air
)
with no IV, wielding
Ebonsteel Sword
+0
, uses a normal attack from the front row on
Desert Fly
Lv 50
(
Earth
)
in the back row:
  • Type matchup = 10 × (Strong pairs 1 − Weak pairs 0) = 10
  • Distance modifier = −30 × max (0 when below 0)(0, Attacker's row number 0 + Target's row number 1 − Range 0) = −30
  • Others = Weapon Type Revision 0 + Out-of-Range Accuracy Up 0 + Aerial-Slayer 0 − Anticipation 0 = 0
  • Hit chance = min (The smaller one)(99, max (The larger one)(5, 50 + Attacker's Accuracy 51⁠–⁠52 − Target's Evasion 70 + Skill modifier 25 + Type matchup 10 + Distance modifier (−30) + Others 0)) = 36⁠–⁠37%
Barbara
's Accuracy at other levels or Trait Points can be worked out with the stats tool; the enemy's Evasion at each level is on its page.

Skill modifier #

Every attack has its own Skill modifier. A normal attack has 25; a skill uses its own value instead.

SkillSkill modifier
Decisive Torso Strike
120⁠–⁠133 (by skill level)
Precision Strike
90
Wild Strike
10

On a skill's page, the "Accuracy" row of the skill level table is its Skill modifier.

Types #

Strong pairs are the pairs in which the attacker's Type is strong against the target's; Weak pairs, those in which it is weak. What counts is the attacker's own Type, not the Type of the skill or weapon. When the sides have several Types, each of the attacker's Types pairs with each of the target's.

Type chart from the game's help page "Types"

Light against Light and Dark against Dark count as weak; the game's help does not say so. Types affect damage too.

Range #

An attack is out of range when the attacker's row number plus the target's row number exceeds its range.

  • The row number counts the front row as 0 and adds 1 for each row behind; when the row in front is empty, the row number is 1 less.
  • Range is either Close-Range or Mid-Range, 0 and 1 respectively.
  • An attack with no range, such as a bow's normal attack, is always in range.

Attacks out of range also deal less damage; see Damage.

Sure Hit and Perfect Evasion #

In these cases no roll is made and the attack always lands:

  • A target that cannot act, for example when petrified.
  • A target under Cannot Evade or Opening. A successful guard leaves the attacker in Opening.
  • An attack carrying Sure Hit. Every attack spell classes learn carries Sure Hit, so Evasion never stops a spell.

Perfect Evasion makes an attack miss; each strike rolls its chance, which rises with skill level, as in the table below.

Perfect EvasionWearing non-weapon equipmentWeapon only
Concealment
50%⁠–⁠80%
55%⁠–⁠85%
Empty Husk
8%⁠–⁠20%
15%⁠–⁠30%
An attack carrying Perfect Evasion Penetration is not stopped by Perfect Evasion, such as
Abyssal Strike
. Perfect Evasion has no effect on a target that cannot act or is in Opening.

Damage on Evasion #

Damage on Evasion lets an evaded strike land anyway, for less damage. Sources include the characteristic
Evasion Damage
and the skills
Anticipated Attack
,
Blazing Strike
.
The damage left is the effect's own value, for example 30% of the original for
Anticipated Attack
. It does not apply to a strike stopped by Perfect Evasion.

Changes in battle #

Accuracy, Evasion or the hit chance change in battle through the sources below; one or two examples of each:

  • Passive skills, in effect once learned, such as
    Adept's Rule of Thumb
    .
  • Buffs and debuffs:
    MASOLOTU
    raises the party's Evasion,
    BATILGREF
    lowers the enemy's Evasion;
    Smoke Bomb
    lowers the Accuracy of Close-Range and Mid-Range attacks only.
  • Weapon Type Revision: the hit chance rises with a weapon of the named type, as with
    Eruption Strike
    .
  • Out-of-Range Accuracy Up: the hit chance rises when the target is out of range, as with
    Presence of Mind
    .
  • Aerial-Slayer
    : the hit chance rises against flying enemies.
  • Anticipation
    : Evasion rises when the same enemy attacks again.

How buffs and debuffs are worked out is in the Stats.

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