diff --git a/GameServer/ECS-Components/AttackComponent.cs b/GameServer/ECS-Components/AttackComponent.cs index 68e0046d86..ca42e5c72b 100644 --- a/GameServer/ECS-Components/AttackComponent.cs +++ b/GameServer/ECS-Components/AttackComponent.cs @@ -2580,7 +2580,8 @@ public int GetMissChance(WeaponAction action, AttackData ad, AttackData lastAD, if ((owner is GamePlayer player && player.IsSitting) || action.RangedAttackType == eRangedAttackType.Volley) return 0; - int missChance = ad.Attacker is GamePlayer or GameSummonedPet ? 18 : 25; + // In 1.117C, every weapon was given the intrinsic 5% flat bonus special weapons (such as artifacts) had, lowering the base miss rate to 13%. + int missChance = 18; missChance -= ad.Attacker.GetModified(eProperty.ToHitBonus); if (owner is not GamePlayer || ad.Attacker is not GamePlayer) @@ -2633,9 +2634,6 @@ public int GetMissChance(WeaponAction action, AttackData ad, AttackData lastAD, if (lastAD != null && lastAD.AttackResult == eAttackResult.HitStyle && lastAD.Style != null) missChance += lastAD.Style.BonusToDefense; - if (owner is GamePlayer && ad.Attacker is GamePlayer && weapon != null) - missChance -= (int) ((ad.Attacker.WeaponSpecLevel(weapon) - 1) * 0.1); - if (action.ActiveWeaponSlot == eActiveWeaponSlot.Distance) { DbInventoryItem ammo = ad.Attacker.rangeAttackComponent.Ammo;