Effect Hit Rate Calculator

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Effect Hit Rate Calculator

Determine the probability of applying debuffs, status effects, or crowd control on enemies in RPGs based on your stats and enemy resistance.

Real Hit Probability: 0%
Status Outcome:
EHR Needed for Guarantee: 0%

Formula: Real Chance = Base × (1 + EHR) × (1 – Effect RES) × (1 – Debuff RES)

Understanding Effect Hit Rate Mechanics

In many turn-based RPGs (like Honkai: Star Rail or Epic Seven), applying a debuff isn't as simple as the skill's description suggests. The "Base Chance" is merely the starting point. The actual outcome is determined by a conflict between the attacker's Effect Hit Rate (EHR) and the target's Effect Resistance (Effect RES).

The Hit Rate Formula

The standard formula used in calculating the real probability of landing a status effect is:

Real Probability = Base Chance × (1 + Attacker EHR) × (1 - Target Effect RES) × (1 - Target Debuff RES)

Key Metrics Definitions

  • Base Chance: The probability listed on the character's skill tooltip. Note that if a skill says "Fixed Chance," it usually ignores this formula and cannot be modified by EHR.
  • Effect Hit Rate (EHR): A stat built on the attacking character via equipment (relics, light cones) or traces. It acts as a multiplier to the base chance.
  • Effect RES: The enemy's innate resistance to status effects. High-level bosses often have 30% to 50% Effect RES.
  • Debuff RES: A specific resistance to certain types of crowd control (e.g., Frozen RES, Entanglement RES). This is calculated separately from general Effect RES.

Example Calculation

Let's say you are using a character with a 100% Base Chance to freeze an enemy.

  • Your Character's EHR: 50%
  • Enemy Boss Effect RES: 40%

The calculation would be:

1.00 × (1 + 0.50) × (1 - 0.40) = 1.00 × 1.5 × 0.6 = 0.9

Even with 50% extra hit rate, you only have a 90% real chance to land the debuff against a resistant boss.

Why You Need 100% Real Hit Chance

For debuffers and dot-appliers, missing a turn of application can result in a significant loss of damage or crowd control. To guarantee a hit against an enemy with 40% Effect RES using a 100% Base Chance skill, you would generally need around 67% EHR.

function calculateHitRate() { // Get input values var baseChance = parseFloat(document.getElementById('baseChance').value); var attackerEHR = parseFloat(document.getElementById('attackerEHR').value); var enemyRES = parseFloat(document.getElementById('enemyRES').value); var debuffRES = parseFloat(document.getElementById('debuffRES').value); // Validation to prevent NaN if (isNaN(baseChance)) baseChance = 0; if (isNaN(attackerEHR)) attackerEHR = 0; if (isNaN(enemyRES)) enemyRES = 0; if (isNaN(debuffRES)) debuffRES = 0; // Convert percentages to decimals var baseDec = baseChance / 100; var ehrDec = attackerEHR / 100; var resDec = enemyRES / 100; var debuffResDec = debuffRES / 100; // Formula: Real = Base * (1 + EHR) * (1 – RES) * (1 – DebuffRES) var realProbability = baseDec * (1 + ehrDec) * (1 – resDec) * (1 – debuffResDec); // Cap at 100% (1.0) and floor at 0% if (realProbability > 1) realProbability = 1; if (realProbability < 0) realProbability = 0; // Calculate EHR needed for 100% Real Chance // 1 = Base * (1 + RequiredEHR) * (1 – RES) * (1 – DebuffRES) // (1 + RequiredEHR) = 1 / (Base * (1 – RES) * (1 – DebuffRES)) // RequiredEHR = [1 / (Base * (1 – RES) * (1 – DebuffRES))] – 1 var denominator = baseDec * (1 – resDec) * (1 – debuffResDec); var neededEHR = 0; var impossible = false; if (denominator = 1) { document.getElementById('outcomeDisplay').innerText = "Guaranteed Hit"; document.getElementById('outcomeDisplay').style.color = "#00b894"; } else { document.getElementById('outcomeDisplay').innerText = "Chance to Fail: " + (100 – displayProb).toFixed(2) + "%"; document.getElementById('outcomeDisplay').style.color = "#d63031"; } if (impossible || baseChance === 0) { document.getElementById('neededEHRDisplay').innerText = "Impossible / Immune"; } else if (neededEHR <= 0) { document.getElementById('neededEHRDisplay').innerText = "0% (Already Guaranteed)"; } else { document.getElementById('neededEHRDisplay').innerText = (neededEHR * 100).toFixed(1) + "%"; } }

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