Difference between revisions of "Hit Lower Defense"

(HLD vs. HCI)
m (incomplete example)
 
(8 intermediate revisions by 7 users not shown)
Line 1: Line 1:
[[Hit Lower Defense]] ([[HLD]]) is an [[Item Property|item property]] found on weapons and [[Reading Glasses|reading glasses]]. A successful hit with such a weapon lowers the defense rating of the target by 25% for 8 seconds. All attackers enjoy the benefit from a successful HLD hit. In other words, the effect is global and not specific to the attacker who scored the HLD hit.  
+
{{tocright}}
 +
[[Hit Lower Defense]] ([[HLD]]) is an [[Item Property|item property]] found on weapons and some [[Reading Glasses|reading glasses]]. The percentage is the percent chance, on a successful melee hit, to reduce the target's defense chance for 8 seconds. Prior to [[Publish 81]], the reduction was 25 percentage points against players and monsters alike, e.g. 45% to 20%. Many PvPers deliberately overcapped their [[Defense Chance Increase]] to 70%, so that under the effect they still had the maximum 45% DCI. With Publish 81, the reduction stays the same for PvM, but the PvP reduction is 35% of the target's maximum DCI. Any overcapped DCI is now ignored. For example, if a player uses [[Armor refinement|armor refinements]] to achieve the maximum of 70% DCI, HLD reduces that player's DCI to 45%.
  
On weapons, the intensity range for the property runs from 2% to 50%. The [[Mace and Shield Reading Glasses]] have 30% and the [[Lyrical Reading Glasses]] 20% HLD.
+
The effects of [[Hit Lower Attack]] and HLD are not limited to the attacker: a target under the effect of HLA has a reduced chance to hit any target, and a target under the effect of HLD is more vulnerable to all attackers. A single warrior with HLD equipment can be a valuable support character for [[Peerless]] and other high-hit point monsters that are not easy to hit, particularly when the -25 percentage points can leave a monster with negative DCI, and the warrior does not need to be targeted by the monster to land HLA or HLD effects.
  
There is no cap on Hit Lower Defense.
+
On weapons, the intensity range for HLD is 2% to 50%, in increments of 2 percentage points. The [[Mace and Shield Reading Glasses]] and [[Prismatic Lenses]] have 30% HLD, and the [[Lyrical Reading Glasses]] have 20% HLD. Statistically, a weapon's HLD effect is not additive with reading glasses' HLD effect. They're multiplicative: there is a check for one item, and if not successful, there is a check for the second item. For example, if the attacker has Prismatic Lenses and a weapon with 50% HLD, there is a 70% probability the Lenses will not cause a HLD effect, and a 50% chance the glasses will not either. Thus the total probability is 35% that neither will hit the target with HLD, and conversely a 65% chance of successfully hitting the target with HLD -- not 80% as some may think:
  
Multiple or simultaneous hits with HLD do not lower the target's defense any lower than 25%. However, the 8 second duration timer will reset with each successful hit.
+
'''Percent chance of HLD on a successful hit = <math>100 - \frac{(100 - first\,item's\,HLD %) * (100 - second\,item's\,HLD %)}{100}</math>'''
 +
 
 +
Multiple or simultaneous hits with HLD do not lower the target's defense any further. However, the 8-second timer resets upon each successful hit.
  
 
For those who play with sound effects enabled, there is a unique noise associated with a successful HLD hit.  
 
For those who play with sound effects enabled, there is a unique noise associated with a successful HLD hit.  
Line 12: Line 15:
  
 
==HLD vs. HCI==
 
==HLD vs. HCI==
Tactically, Hit Lower Defense and [[Hit Chance Increase]] ([[HCI]]) appear quite similar. In fact, the two properties are entirely different. HLD affects the defense of what you hit, while HCI is your chance to hit in the first place. It may sound like the same thing, but it isn't. HLD requires you to hit someone / something before there is a <i>chance</i> for it to work. Whereas HCI works everytime you hit.
+
Tactically, Hit Lower Defense and [[Hit Chance Increase]] ([[HCI]]) appear quite similar. In fact, though both have the general effect of making a target easier to hit, the two properties work differently. HCI is the chance to hit upon any melee attempt, but HLD affects a target's defense ''only after the target has been hit''.
  
'''Example:'''
+
'''Example:''' (Identical skill sets and equipment)
  
::Opponent has max Weapon Skill (120) + max DCI (45%)
+
::Target has 120 weapon skill + DCI 45%  
  
::You have max Weapon Skill (120) + max HCI (45%)
+
::Attacker has 120 weapon skill + DCI 45%
  
:'''Result:'''<br>
+
'''Result:'''<br>
:You have a 50/50 chance to hit or miss.
+
::Attacker has a 50/50 chance to hit or miss.
  
But if you score an HLD hit, the next round is...
+
If the opponent is hit with the HLD effect, he falls to 29% DCI for the next 8 seconds, giving the attacker a 56% chance of hitting the target. Again, however, this is predicated on the attacker landing a successful hit with HLD. Also, if the attacker fails to hit within those 8 seconds, then there was no benefit to the HLD effect.
  
::Opponent has max Weapon Skill (120) + 20% DCI
+
==Imbuing==
 
+
The following resources are required to [[Imbuing|imbue]] the highest intensity of Hit Lower Defense (50%):
::You have max Weapon Skill (120) + max HCI (45%)
+
*5 [[Enchanted Essence]]
 
+
*10 [[Gem|Tourmaline]]
:'''Result:'''<br>
+
*10 [[Parasitic Plant]]s
:For this example, you now have a much better than 50/50 chance to hit for the duration of the HLD effect.
+
 
+
Another way to look at it is that HLD stacks with HCI, once a target is affected.
+
 
+
'''HLD Proofing'''
+
 
+
An opponent with a cumulative Defense Chance Increase of 70% or more will nullify any HLD hit.
+
  
 
==See Also==
 
==See Also==
 
*[[Hit Lower Attack]]
 
*[[Hit Lower Attack]]
 
*[[Hit Chance Increase]]
 
*[[Hit Chance Increase]]
*[[Item Property]]
 
  
 
==References==
 
==References==
[http://72.14.205.104/search?q=cache:5eQVXjev_FEJ:www.uoforums.com/showthread.php%3Ft%3D25844%26page%3D2+%22hit+lower+defense%22&hl=en&ct=clnk&cd=7&gl=us External link to source of the HLD/HCI comparison.]
+
[http://stratics.com/community/threads/hit-lower-defense-cap.303862/ Discussion on Stratics UHall of how HLD stacks from two items]
 +
 
 +
{{Item Properties}}
  
 
[[Category:Item Properties]]
 
[[Category:Item Properties]]

Latest revision as of 03:39, 10 April 2017

Hit Lower Defense (HLD) is an item property found on weapons and some reading glasses. The percentage is the percent chance, on a successful melee hit, to reduce the target's defense chance for 8 seconds. Prior to Publish 81, the reduction was 25 percentage points against players and monsters alike, e.g. 45% to 20%. Many PvPers deliberately overcapped their Defense Chance Increase to 70%, so that under the effect they still had the maximum 45% DCI. With Publish 81, the reduction stays the same for PvM, but the PvP reduction is 35% of the target's maximum DCI. Any overcapped DCI is now ignored. For example, if a player uses armor refinements to achieve the maximum of 70% DCI, HLD reduces that player's DCI to 45%.

The effects of Hit Lower Attack and HLD are not limited to the attacker: a target under the effect of HLA has a reduced chance to hit any target, and a target under the effect of HLD is more vulnerable to all attackers. A single warrior with HLD equipment can be a valuable support character for Peerless and other high-hit point monsters that are not easy to hit, particularly when the -25 percentage points can leave a monster with negative DCI, and the warrior does not need to be targeted by the monster to land HLA or HLD effects.

On weapons, the intensity range for HLD is 2% to 50%, in increments of 2 percentage points. The Mace and Shield Reading Glasses and Prismatic Lenses have 30% HLD, and the Lyrical Reading Glasses have 20% HLD. Statistically, a weapon's HLD effect is not additive with reading glasses' HLD effect. They're multiplicative: there is a check for one item, and if not successful, there is a check for the second item. For example, if the attacker has Prismatic Lenses and a weapon with 50% HLD, there is a 70% probability the Lenses will not cause a HLD effect, and a 50% chance the glasses will not either. Thus the total probability is 35% that neither will hit the target with HLD, and conversely a 65% chance of successfully hitting the target with HLD -- not 80% as some may think:

Percent chance of HLD on a successful hit = 100 - \frac{(100 - first\,item's\,HLD %) * (100 - second\,item's\,HLD %)}{100}

Multiple or simultaneous hits with HLD do not lower the target's defense any further. However, the 8-second timer resets upon each successful hit.

For those who play with sound effects enabled, there is a unique noise associated with a successful HLD hit.

There is a system message when you are the victim of an HLD attack: "Your defense has been lowered!!" When the attack expires, the message is, "Your defense returns to normal."

HLD vs. HCI

Tactically, Hit Lower Defense and Hit Chance Increase (HCI) appear quite similar. In fact, though both have the general effect of making a target easier to hit, the two properties work differently. HCI is the chance to hit upon any melee attempt, but HLD affects a target's defense only after the target has been hit.

Example: (Identical skill sets and equipment)

Target has 120 weapon skill + DCI 45%
Attacker has 120 weapon skill + DCI 45%

Result:

Attacker has a 50/50 chance to hit or miss.

If the opponent is hit with the HLD effect, he falls to 29% DCI for the next 8 seconds, giving the attacker a 56% chance of hitting the target. Again, however, this is predicated on the attacker landing a successful hit with HLD. Also, if the attacker fails to hit within those 8 seconds, then there was no benefit to the HLD effect.

Imbuing

The following resources are required to imbue the highest intensity of Hit Lower Defense (50%):

See Also

References

Discussion on Stratics UHall of how HLD stacks from two items