Stellaris evasion cap. Medium. Stellaris evasion cap

 
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#3. . A well-designed 60k fleet should suffice. We’ve heard your feedback on the leader cap, and we’ve softened up the penalties for going over the Leader Cap in 3. component_template – #Components. Side notes not able to be timelined: All star bases should be with food and ship cap buildings. Stellaris. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. A big part of the strength of Corvettes is their sublight speed. It’s in the wiki but a simple version would be chance to hit= acc- (evasion-tracking) And evasion-tracking can’t be less than 0. ago. – #Global Ship Designs. 1. At some point building more ships isn't an option cause upkeep and naval cap will get you. 9) of the game. ThePremiumSaber • 2 yr. However, the Auxiliary Fire Control is always a strong option. Evasion is already factored in for that IIRC. 4 comments. Stellaris: Suggestions. 419K subscribers in the Stellaris community. This way I got a pretty low effective fleet cap but no changes in early game. Any empire-wide evasion boosts you can get (Amoeba research project is the most common) Then you can get pretty high-evasion destroyers, pushing high eighties or even hitting the cap of 90. Destroyers can fit a bit more shields on, but still no armor worth using. Made modifiers from living standards triggered to hide them. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. One thing I've noticed is that they simply crack out ships going way over their fleet cap. Almost 21% actually. 6%. 296. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). With Battleships/Titans hitting the damage cap for the multiplier. Ships consists of three basic components: ship_size – #Ship Sizes. Description. Evasion isn't worth much on destroyers, if its worth anything. Go to Stellaris r/Stellaris • by Eragon3942. Tracking depends on the weapon size and type, computer and sensors. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. Here are the numbers I came up with so far: Base evasion = 35 (destroyer hull) + 16 (dark matter thrusters) = 51. 1. - Smaller long range guns, slight penalty. 0 but I didn't think to save links to the relevant threads at the time. What does tracking do? i never get what it does. For the swarm one, you mostly use it for corvettes and the difference is that precog has higher sublight speed while the sapient has higher evasion. It has to be a bug. 2 months ago - MrFreake_PDX - Direct link. The Enigmatic Encoder now proves +1 Disengagement Opportunity rather than evasion. ago. It makes all your pops generally good at everything, let's them live anywhere, etc. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. Twitch - A follow up to my previous video on Accuracy, Evasion and Tracking - This explains the differences in raw numbe. What is the point of 200% in whirlwind?This article has been verified for the current PC version (3. A leader is a named character that leads a significant part of the Empire, as a Governor, Scientist, Admiral or General. – #Global Ship Designs. Base 1, 1 more from edict, and 1. Excess power for Advanced CPU & Autocannon upgrade (90+ power rating) Tier 1+ Missile Boat Corvette. It reduces the accuracy of attacks made against your ships. That is, "Chance to Hit" is really accuracy and 100% is the maximum. 3 Base intel level. I've always used Afterburners as far as I can remember but only on corvettes, getting 90% evasion which I believe is the cap for it is really good, have a fleet of corvettes and you don't really lose that many unless you're throwing them at something you're obviously going to lose against. A ship_size has a list of slots that can have sections attached to them. +50% ship cost. I see why paradox caped evasion at 90% now. Does accuracy cap at 100 percent. The tracking value is subtracted from the enemy's evasion to form Effective. 4 Claim influence cost. Stellaris Wiki Active Wikis. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. Just be aware that I'm talking about fleets at/around Fleet Command cap, so ~8 corvettes per battleship. New comments cannot be posted and votes cannot be cast. manualy put evasion cap at 200% and this is the end result, only damage source are strikecrafts with basic tracking of 80 + extra 35 from sensors which give them 5% chance to actually hit. Hull Technologies now give 10% hull instead of fixed. Ships being practically unkillable is kind of a bad thing for balance. But the biggest factor are high level leaders. 5) Admiral. I've noticed this as well. Enigmatic Encoder. Stellaris 3. Also the major thing battleships are good at is putting a lot of power into very little fleet cap for a lot of cost. Once the order is given, the work on the starbase will begin. Devouring swarm increases naval cap by default, the only other hivemind civic that increases naval cap is subapace ephase. You could have bonuses for tall empires, and maluses when exceeding the soft cap, so it is not worth colonizing too many planets. 3. 4. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. It's either 2 roles or additive. This page was last edited on 21 April 2017, at 08:46. There's nothing wrong with an all-battleship composition. Realistically speaking (and this is also true in stellaris), evasion is a big part of survival in combat at substantial ranges with sublight weaponry. Flak does less damage per shot, in contrast, but is far better at tracking, which makes it better at destroying highly evasive targets. My ships sat at +185% fire rate, +80% damage, +90% range, +20% evasion, +3 disengagement opportunities, and +50% disengagement chance (lvl 3 trickster helped a ton), +60% shields, +80% armor, and +30% hull. Continuing from a previous article, we'll be looking at the Guardians added to Stellaris in the Distant Stars DLC, and. For swarms, it all depends on hitting the coveted 90% evasion cap. Yep, the component should be used for the regen, the admiral should have either the 33% disengage chance increase or the one that increases both fire rate and sublight speed, at least those are my top picks. com]. Evasion isn't worth much on destroyers, if its worth anything. Spithas Private. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. 1) or debugtooltip (1. waterman85. With other empires, there are mitigations for Empire Size with Bureaucrats, but I don't see them applying to Coordinators for Machine Empires (Uplink Node). Their 25% ship build cost reduction is INSANE and if combined with assigning your nodes to be ship consruction ones,you can get up to 60% ship build cost reduction,which is insane as you literally print out ships,only thing limiting you is energy income and ship build speed. Evasion seems to be hard capped @ 90% I ran a test with x10 BB with KA vs x100 unarmed vettes A + B fleets respectively. Also, I do think there should be a flat boost to the repeatables for fleet cap to a max of 300. Dark matter thrusters. A Destroyer's value is the L weapon, rest is inconsequential; it costs 2 Nav Cap, and a set of 4 is thus roughly equivalent to a Battleship without the X weapon, although of course the evasion is pretty massive for defense. May 15,. Even with 50 normal fortresses (100 jobs) you get 1050 cap, which is the equivalent of ~130 battleships, or 5 full fleets. These include new negotiation mechanics for subject and overlord Empires, three new Megastructures, and three new Enclaves. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The penalties you will incur are as follows:-0. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. The evasion on the ship designer doesnt include all the bonuses. The Titan class ship is considered one of the best ships to add to your fleets in Stellaris. Which makes this very difficult. Corvettes are useful since their high evasion lets them avoid being hit by heavy artillery weapons, but they are absolutely destroyed by carriers. Is there an evasion cap? I've searched the forums, patch notes, the wiki, and this subreddit, but I can't find anything saying definitively if there is an evasion cap and what the. -Oscot, on Stellaris planets. A fleet that has a lot of offensive weapons that are unsuited for the enemy it is facing (Alien creatures with regenerating hulls or skins, enemies with sophisticated and. This article is for the PC version of Stellaris only. Frigates are an advanced version. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 9, exceeding the cap is less punitive. These weapons will always have at least a 10% chance to hit, but between, say, an arc emitter and a torpedoe hit, the torpedoe is almost always going to do far, far more damage, while the fighters are higher DPS. Accuracy x (1 - (Evasion - Tracking)) . Bonus chance to hit comes from computers and auxiliary fire control. . I went and tested this with no mods and the issue still persisted. 2 from 2 Shield Caps x 1. So at max unless I missed something a person can have 17 envoys. Like, even my BB's with shield cap. −20% Leader Upkeep if robot. Thread starter glee8e; Start date. . Launcher. If you then give it another module that gives +100 base evasion, the final evasion is now 220. There's a reason they gave Torpedoes a whopping 9x damage bonus against Battleships. Report. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. If you double your leader cap, xp gain will be zero. So you need 90 evasion - but you look at the number after your corvette is in the fleet. Carrier cruisers are excellent when you outtech your opponent, they can beat smaller hull types in 1:1 fleet power with very low casualty rates. Stellaris 3. In Stellaris's case, the math isn't as clean. What is the point of 200% evasion, when it is capped at 90% anyway. For the first time ever on Ensign I was outscaled (while not tryharding. If you had 110% evasion, and the enemy had 10% tracking, you'd have 80% evasion effective because it caps at 90%, and then subtracts the 10% from. 3. In the late game it's super easy to cap evasion on corvettes. There is also a cap on how many of these megastructures can be built simultaneously, which is 1 but can be increased to a max of 4. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. What is the point of 200% in whirlwind?This article has been verified for the current PC version (3. Subscribe. Build fleets in a 1:1 ratio to each other. Best. 8. For swarms, it all depends on hitting the coveted 90% evasion cap. Best. You can encounter them, but then wait to also find. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. Trade represents the transfer of goods or resources from one entity to another, usually with the intent of generating a profit from said transaction. Those were the two key parts of the strategy- cannon-fodder ships and not minding losing them- but crisis level 3 gives 50% ship build rat and boosts menacing corvette evasion (nice) and withdrawal (functionally useless here), while level 4 gives 50% ship weapon damage. The AI becomes absolutely terrified of corvettes. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. Can confirm that this was tested shortly after 2. Stellaris Real-time strategy Strategy video game Gaming. As far as I can see, going 1 above Cap is as punitive as in 3. 00). -Intelligent. I'd love to see in the ship designer all the math done right there. . show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. If a ship does sit still it should be moments from exploding, or at least, have 0% effective evasion. Which is something you’ve got wrong; 90% evasion doesn’t turn your 20K fleet into a 100K fleet. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. Read the full patch notes here [forum. Constructing a starbase requires first fully surveying the desired system. dudewithnopurpose. Enterprise. It can however be used without. Destroyers and Cruisers are typically useless in the late-game; they do. I'd love to see in the ship designer all the math done right there. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Hello Stellaris Community! The 3. Fleet Powers will start to increase dramatically if evasion goes above 90, and skyrocket if it goes beyond 100. I do disagree that it is combat speed. As I know evasion is caped at 90%. Also, evasions is capped at 90. Sort by:These are the best grand strategy games in 2023: Supremacy 1914. If it's simply chance to get hit, then evasion cap (90%) means it's equivalent to rolling 10 sided dice and checking if it's not 10. C) Counter Evasion with Tracking once you cap at 100 Accuracy. Advanced shields require Strategic Resource to make. I haven't played since some version in the 2s and I am having some trouble understanding how all of the 3. So then the only thing I can guesstimate is that if the +1 to Chance to Hit was applied instead of the +2 or +4 to Tracking, it would go something like this: +X CtH Bonus (Chance to Hit = Accruacy - (Evasion - Tracking)) (90% - 1 (70% - 60%) = CtH) +1 CtH B. In a 1v1 dual with low evasion we can still see either side dealing more damage to shield than the other side have. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. Add a Comment. To meet this requirement without a chosen one admiral you also need to have gotten the Neural Symbiosis event and made your pops brain slug hosts. Why? All this would achieve is to penalize empires that don't own many systems, and to penalize the AI more than players. Leader XP gain reduction will now follow a curve, allowing you to hire more leaders. Stellaris > General Discussions > Topic Details. 1 Anomaly research speed. The empire build from that guide does seem pretty good tho. Does accuracy cap at 100 percent. The crux of admin cap is that the part of the economy it affects changes significantly over the course of the game, and, as a result, the only reasonable way to treat is to (a. So if you have like psionics which give 15% to overall evasion, you build ships below 90 so they reach it with admiral. section_template – #Ship Sections. Yes, they let your Corvette move faster and get into firing range sooner. 9. Utility slot should be set to Afterburners for maximum speed. Enterprise-B. Well that's the start of an idea, if I know forums. Enterprise-EYou cant follow guides exactly every game is different and doing the same thing every game would be boring anyway. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. Stellaris 50419 Bug Reports 30727 Suggestions 19123 Tech Support 2883 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action Reports) Console edition 1214 1 2Evasion is 90% cap. What I've ended up doing is manually putting resources into each sector's stockpile. Tracking means how good a gun is at predicting where the enemy will move next and adapt accordingly. I will use destroyers. About 20 in-game days after I posted this, the extradimensional invader crisis started and spawned right next to my territory, so I went with shields for immediate utility. As for the indicated maximum and minimum ranges, I would. Accuracy x (1 - (Evasion - Tracking)) . It is developed by Paradox Development Studio and published by Paradox. X branch. You need a lot of ships to make carriers worthwhile. a level 10 admiral just gives so much more punch, especially with good traits (HP / Fire rate). Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. These penalties stack for every point you are over 100. 6% instead of 60%. Enterprise. 1) command to find the id of leaders. This means that there’s a 67% chance of the shot connecting and doing damage. 7 Fleet command limit. ago. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. Does having additional evasion help to counter tracking? For…Dirt cheap, long-ish range, full penetration (certainly more range than any other full penetration except arc emitters), good tracking and perfect base accuracy, full evasion, decent tank (for their size), best possible DPS from non-spinal penetrating weapons even without the Archeo-Engineers AP and even better with it (though. Consumes power. FogeltheVogel • Hive Mind • 2 yr. ago. May 23, 2013 104 174. Content is available under Attribution-ShareAlike 3. for the price of some research. Edit: Quick search to confirm, added in 1. In 1 collection by Chirumiru ShiRoz. A well-designed 60k fleet should suffice. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. still in the battlespace. This thread is archived. bozz5674. 13. The fleet power calculation bugs and cannot handle it. -10% Evasion-10% Ship Fire Rate-10% Shield Regen-10% AccuracyBasics. Stop complaining about the people complaining about the new leader cap. 6%. The total evasion modifier that you need to reach the evasion cap on destroyers is 61%. TalanicShields are better than armor, but they'll still be paper thin. Same applies to invasion. Stellaris wiki has some good info on that topic. 1. There actually aren't any other modules that have useful in-combat effects, so there really isn't any competition from other options. 9 ‘Caelum. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. What you guys think about giving some evasion to ships, should it balance out the current cruiser/battleship meta? I think +20% for corvettes (=80%), +15%. Atharaphelun • 2 yr. It has 110 evade. corvettes with 40% evasion: 51% hit rate corvettes with 20% evasion: 75% hit rate. . Psionic admiral gives 15% evasion, so from 80% you get 12 bonus, but cap is 90. g. +10 Years Leader Lifespan if not robot. Picket - I'd say this is easily a win for Precognitive. It's easy enough to do. Call of War: World War II. 闪避( Evasion )是基于船体类型而区分的一项舰船基本属性,是护卫舰、驱逐舰、运输船以及其他类似的小型船只固有的属性。 可以通过加装推进器、战斗电脑或者特殊模块来增加闪避值。Realistically speaking (and this is also true in stellaris), evasion is a big part of survival in combat at substantial ranges with sublight weaponry. The attacker's counter to evasion is Tracking. Does accuracy cap at 100 percent. 24. The flesh is weak, as a perk to get cybernetic, is not worth it, but as a way to get to synth ascension it is. Space fortresses are useless because they have no evasion. Oct 25, 2016 20. Mods. _mortache • 4 min. yml lines 85-86 title and in-game description amoeba_extirpator modifier. In fact, you can even cap evasion on destroyers which makes them better late game in many situations. Evasion on corvettes is their best defense. I always thought that Stellaris should have something like a fleet control or academy on planets. Ships consists of three basic components: ship_size – #Ship Sizes. Ground combat takes place between the world owner's armies and the invader's armies. perhaps the best anti-Evasion ship in the game? r/Stellaris. With all these new reworks, and bug fixes, and updates. No. With all these new reworks, and bug fixes, and updates. Tracking reduces evasion. 8, but going 2 or 3 or more over is supposed to be less punitive. 6 Diplomatic weight. This for Gestait Consciousness Empires, can't confirm if same for others as I don't play other empire types. A small ship should have a chance to evade but, with advanced computing and targeting, it should never be a high chance. BadAtVidya92 • 1 yr. PeerawatZ/ShiRoz Stellaris Mod Collections. Stellaris Real-time strategy Strategy video game Gaming. Hence you will have to take the terminal system on your own 90% of the time. Enterprise-D. So here we get a CtH of 75 – 8 = 67%. If 1 - {Evasion} / {Accuracy} is > {Accuracy} you do worse. Does accuracy cap at 100 percent. Noticed in one of my games that my corvettes were acting ♥♥♥♥♥♥♥♥ than usual, and found out that the evasion was stat was stuck at 0. PLEASE, just give us back the command cap per level, or remove command cap techs entirely and set base as 200, this is horrible. I know that corvettes have no problem reaching the evasion-cap at 90%, and that cruisers+ can't get to relevant evasion numbers no matter what. Montu (youtuber) has done a bunch of simulations with various compositions. Ships consists of three basic components: ship_size – #Ship Sizes. or. The numbers for the evasion stats of your ship are not shown exactly in ship designer. 4 items. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. Does accuracy cap at 100 percent. Armor components now grant twice as much armor as before. What is the point of 200% in whirlwind?So accuracy is base chance to hit, Evasion is reducing it, and Tracking is countering Evasion (only counter, it will never increase your chance to hit if Tracking >> enemy Evasion). My best counter to contingency would be like a previous poster said. They take a long time to pay themselves off since no one can afford them early on, and are expensive to start in the early game vis-a-vis using the resources for other things that build power. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. I haven't done combat testing to verify wether it's a typo or it's the real stats. SuperluminalSquid • 1 yr. Go to ship designer and look at the stats for evasion Upload AttachmentLike every other expansion for Stellaris, Overlord adds tons of new content and mechanics that offer new avenues of galactic conquest for players. Lots and lots of soldier jobs, plus the usual things like traditions, edicts, perks and tech. (Note: patch 3. What you guys think about giving some evasion to ships, should it balance out the current cruiser/battleship meta? I think +20% for corvettes (=80%), +15%. . LHtherower • Shared Burdens • 1 yr. 2 from 2 Shield Caps x 1. 50 navy cap is feasible, & command cap is likely to be 50 also 50 Navy Cap = Base (20) + Stronghold (+6) + Anchorage (+4) + Doctrine: Fleet Support (+20). Vulnerable to kinetic weapons. I use 2A/1S on my armor/hull-regen corvettes and split armor/shield even stevens on everything else. Stellaris Dev Diary #300 - Happy Anniversary! 3. Suggestion. 2 percent increase to. Leaders can also be appointed to the council in addition to and concurrent with their regular assignments. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. At start, most of the universe is sparselly populated with Space Monsters that you encounter very early. scaling unity upkeep of the leaders and scaling malus to leaders' xp gain. I got it fairly early in the game but I can't remember how. Size, Ranges, and how evasion *should* work. A ship_size has a list of slots that can have sections attached to them. With all these new reworks, and bug fixes, and updates. Forts can't evade. I think it has to do with the missile's rate of fire and tracking. Evasion is directly subtracted from accuracy when calculating hit chance, and corvettes can pretty quickly hit the 90% evasion cap with afterburners and decent engines. Combat Computers, Sensors and Aux. with a base of 1 allowed per empire; every 200 Naval Capacity increases an empire's Titan cap by 1, up to a maximum of 20 Titans at 3800 naval capacity. With all these new reworks, and bug fixes, and updates. After the update though I've found strike craft to be the much more efficent anti-corvette weapon as they completely nulliy evasion and always hit. After thirty minutes it had gone over twice that. There actually aren't any other modules that have useful in-combat effects, so there really isn't any competition from other options. If you can't hit 90% with precognitive, then you'd prefer sapient to get that extra few points of evasion to get you there. Theres obviously some fine tuning needed, but I think it's a big step in a good direction. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. R5: A 90 evasion destroyer, attained through extreme luckiness. Completing this research gives your Empire a 5% boost to all energy production. ago. 4 items. Renamed several message types in the message settings to prevent duplicated message names. The chance-to-hit calculation is: chance to hit = max (0, accuracy - max (0, evasion - tracking)) So, as long as the defender's evasion is higher than the attacker's tracking, it directly reduces the attacker's chance-to-hit by the difference. scaling unity upkeep of the leaders and scaling malus to leaders' xp gain. Description. Noxious is an awful trait for everyone except for origins like Shattered Ring/Life Seeded who can actually use it quite wel. I liked Stellaris before. Does accuracy cap at 100 percent. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. They are valued at an insane rate in trade negotiations and on top of that are infinite, but have a cap. Thread starter StrangelySmooth; Start date Sep 21,. Gestalt Consciousness empires use nodes rather than council leaders. Edit: in your example chance to hit is 80. Evasion isn't worth much on destroyers, if its worth anything. Accuracy is the standard/max to-hit of a weapon. I can't express how fun the Leaders part of the new design is. Stellaris: Suggestions. Noticed in one of my games that my corvettes were acting ♥♥♥♥♥♥♥♥ than usual, and found out that the evasion was stat was stuck at 0. A big part of the strength of Corvettes is their sublight speed. In the long run, it won’t impact your game much. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. Chance to Hit = max (0, min (100, accuracy + "Chance to Hit") - max (0, evasion - tracking)) is the correct formula.