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So I have a rough concept for my game coming up in MV and one of them is this new concept of hit chance %. What do yuo guys think of the following "implementation concept"

Dex would increase hit percentage, which is calculated: If Player level is greater then enemy level give a 10% bonus, if enemy level is greater then player subtract a 10% penalty. If Dex is higher then Enemy Agility give 10% bonus

Dex > Enemy Agi = +10%
P Lv > Enemy lv  = +10%

Base Hit is enemy hit chance.

Enemy hit chance can be configured.

If Enemy Hit Chance == 45%and you have a 10% that means you have a 55% chance to hit. which means you have a 55% chance to miss. Random number between 0 and 100 with added penalty or bonus compared to hit chance means that if your hit is higher then 55 you hit else you miss.
A good example is:

- Enemy Level is 5, player is 2 (-10%). Enemy Agi is 4, player DEX is 6 (+10%)
- Enemy Hit Chance is (configurable) so: 47%

Random Number between 0 - 100 is generated: 25.

Bonus and penalty is added: 0

Total: 25 < 45 - miss.

Now this depends on RNG. But with better weapons you increase this. Now according to what I have read you can have multiple types of equip slots in MV, so I was thinking of special trinkets adding to your stats or what have you, like maybe a shield blocks. counting as a miss. or a trinket adds DEX increasing chance to hit.

Keeping it simple though does this concept work? What issues does it raise?

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