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Hi there does anyone know how to calculate the to hit roll and any other rolls.
Thank you.
I don't have the information for Wizardry 6 (I have it for earlier Wizardry games, specifically 1-3 (and 4 seems to work like 1-3, with 5 still being based off those same mechanics), but this is definitely something I'm interested in.

One thing I dislike abuot Wizardry 6 and 7 (and that's relevant to this topic) is that each character has a hidden stat called "base miss chance", which improves at level up by a random amount based on class, will not improve past level 20, and will not improve after class change until you reach your former level; it's a very ugly mechanic, and is the sort of thing that makes me not want to play the game.

Some information on this, as well as other aspects of character growth, including things like resistances, can be found at the following FAQ (not by me):
https://gamefaqs.gamespot.com/pc/564807-wizardry-vi-bane-of-the-cosmic-forge/faqs/63361
This a good rundown of game mechanics:
http://www.abandonia.com/vbullet/showpost.php?p=430591&postcount=22
One thing that isn't mentioned in that post:
* At level up, most classes are forced to put points into certain skills if the skill is below 51 (I *think* that's the number). A Valkyrie, for example, must put some of her points into Pole and Staff, so you can't just put points into Theologyl for Priests the forced skill is Theology, so a single class Priest will likely get higher level spells than a single class Valkyrie (which makes sense, even if the Valkyrie will end up being the better spellcaster due to needing fewer XP to level up). You can mitigate this by using the skill that's forced to increase; any increase to that skill on use is one point closer to 51, and one point closer to no longer needing to spend points there and being free to spend points on skills that *don't* increase through usage.

Hit chance is probably something like the following:
* Start with the attacker's base miss chance.
* Modify that chance based on certain factors, like stats, weapon skills, and enemy AC. (This is the step I'm least sure about, and where knowing the details would be interesting and probably the most interesting part.)
* Roll a d100 (in other words, the game's RNG generates a number in the 1-100 range), and compare it to the result; if the roll is higher, the attack hits.
Thanks for the links, good bit of info there.

Still can't see how the hit chance is worked out.

At this moment i have a 7 level dwarf fighter with a using a claymore and have a base miss chance of 78% and i have a weapon skill of 83 in swords, if i switch to the sword of striking +2 to hit, the base miss chance stays the same, so my thinking is the +2 must be added to something somewhere.
Thanks for all your help.
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Bluestorm1968: Thanks for the links, good bit of info there.

Still can't see how the hit chance is worked out.

At this moment i have a 7 level dwarf fighter with a using a claymore and have a base miss chance of 78% and i have a weapon skill of 83 in swords, if i switch to the sword of striking +2 to hit, the base miss chance stays the same, so my thinking is the +2 must be added to something somewhere.
Thanks for all your help.
This "base miss chance" is a raw character stat, not a derived stat, so it's not changed by equipment; the only thing that will change it is leveling up, but onlt to the highest level you reached and not past level 20.

I'm thinking that, to get more detailed information, it may be necessary to run the game into a debugger to find the routine that calculates whether an attack hits and disassemble it.
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Bluestorm1968: At this moment i have a 7 level dwarf [bold] fighter [/bold] with a using a claymore
I don't want to tell you how your party must be, so please forgive me if it seems that way, but, it would be typically better to try and multiclass into say Samurai or some other warrior class. Fighters don't get as good a base miss chance reduction as compared to Samurai or Ninja for instance, and are very gear reliant for their raw damage, where as monks , ninja and samurai get "Kirijutsu" or Critical skill which = a 1 hit kill if it procs so they can be lethal in all circumstances with next to nothing and get a better base miss chance. The added perk of the "elite" classes is that they also get spells, and other perks like ninjitsu (hiding). Samurai can't hide without dipping into a class that can. Outside of this info, I can understand if you have a desire to "roleplay" your team, I sometimes would ask if a friend wanted me to make their character in my party and track progress, then post on a forum etc. Up until wizardry 8, Fighters are a kind of very basic class with very little incentive to stay tied to it. Thieves are like that as well. Same for straight Mage or even Priest. There are few reasons to remain in the "lesser" classes.
Post edited March 12, 2021 by rmontiago
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rmontiago: Up until wizardry 8, Fighters are a kind of very basic class with very little incentive to stay tied to it. Thieves are like that as well. Same for straight Mage or even Priest. There are few reasons to remain in the "lesser" classes.
There is the fact that, in earlier games in the series, these basic classes level up faster.

In Wizardry 1-3 and 5, if you want to max out a character's number of attacks, it will take less XP to raise a Fighter to level 45 than to raise a Samurai or Lord to that level, or a Ninja to level 40.

Also, if you want 9's of all spell levels, raising a Magie or Cleric to level 21 is more feasible than raising a Lord to 24, or a Samurai to 30, or a Bishop to 33/36 (yes, that's how high you need to level up a Bishop to reach all 9's). Even if you don't level up that high, level 13 is much easier to reach, and only Mage and Cleric get 7th level spells at that point.

As for thieves, their advantages (as a final class) are:
* Faster leveling (level affects disarm chance, saving throws, the chance of certain spells (status spells mostly, but also CORTU/BACORTU in 5) working, as well has now much you can cast HAMAN/MAHAMAN (costs a level to cast)
* Thieves are better at inspecting traps than Ninjas (for Thief, chance is AGI * 6; for Ninja, only AGI * 4)

(Worth noting that classic Sir-Tech Wizardry games are often designed to be beaten around level 13. (Contrast this to the likes of Wizardry Gaiden 3, where your endgame level might be in the 20s, and the post game expects you to reach much higher levels.))

As for Wizardry 6:
* Fast leveling still does matter in the long run, as XP required per level does still depend solely on class after a certain point. (Note that this changes in Wizardry 7, where XP per level is the same regardless of class or level past a certain point. Then Wizardry 8 changed it again and made XP requirements never stop growing exponentially.)
* With that said, note that base miss chance stops improving after level 20; once you reach level 21 it can never improve again for that character
* Valkyries level up faster than Priests, for some reason. I believe Bards level up at least as fast as Mages. (Strangely, I note that Wizardry Gaiden 3 copied this, even though those do appear to be balanced issues, along with Rangers being not that good.)

(Wizardry 4 is so unlike the rest of the series that this discussion doesn't make sense there.)