> For the complete documentation index, see [llms.txt](https://aincrad-legacy.gitbook.io/aincrad-legacy-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://aincrad-legacy.gitbook.io/aincrad-legacy-docs/combat-system/no-miss-combat.md).

# No-Miss Combat

Aincrad Legacy removes classic accuracy and evasion from combat. There is **no HIT stat and no FLEE stat** - attacks never miss because of an accuracy roll, for players and monsters alike. The only way to avoid damage outright is through the two percent-based dodge stats below.

## What this means

* **No accuracy roll.** Normal attacks and skills always connect unless the defender's dodge chance triggers. Attackers never need to stack accuracy.
* **No FLEE stacking.** The old evasion stat is gone; fast targets do not make you whiff. Ignore any HIT or FLEE numbers you still see on equipment or in the status window - they have no effect.

## The two dodge stats

Both dodge stats are simple percentages: a flat chance to **fully avoid** the attack, no math against the attacker's stats.

* **Perfect Dodge** - a % chance to dodge any **physical** attack, normal hits and skills alike. A few special attacks are flagged as undodgeable.
* **Aura Dodge** - a % chance to dodge incoming **Aura attacks**.

Both dodge chances are **hard-capped at 75%** - no matter how much you stack, at least 1 in 4 attacks will always land.

A dodged attack simply shows as **MISS** over your character, whether it was physical or Aura.

Every character has a small baseline of both: each point of **AGI grants +0.15% Perfect Dodge and +0.15% Aura Dodge**. Beyond that, dodge stays rare and deliberate: larger amounts come from specific equipment and from the **Elusive** [advanced role](/aincrad-legacy-docs/combat-roles/advanced-roles.md), whose kit is built around growing these two chances.

Dodge is a **player-side** defense: monsters never dodge your attacks. A monster's agility works differently - agile monsters **act faster**, attacking and using skills more often instead of avoiding yours.

## Critical hits

**Every skill can crit** - not just attacks. Each time you use a skill (damage, shield or buff), the game rolls your **CRIT** stat once for that cast. If it crits, the whole cast crits: every target of an area skill, every tick of a ground skill.

A critical has **no built-in bonus**. All critical scaling comes from a single stat: **C.RATE** - each point makes a critical cast deal **+1% damage**. With 0 C.RATE, a critical changes nothing numerically.

* Normal (basic) attacks roll crit per swing, as usual; conditional crit bonuses (per race, ranged) only apply to these.
* There is **no crit shield**: nothing on the defender reduces an attacker's chance to crit - not LUK, not gear. The crit roll is entirely the attacker's. Your only defenses against a critical are dodging it or mitigating it like any other hit.
* Criticals do **not** ignore DEF or any other defense.
* Criticals do **not** bypass Perfect Dodge or Aura Dodge - the dodge roll always happens first.
* What a critical does on non-numeric skills (buffs and utility) is defined per skill - look for it in each skill's description.

## Damage variance

Damage is not a fixed number: every weapon and Aura hit rolls a random modifier between **-10% and +10%** on its final damage. The roll happens after every other bonus and reduction, so two identical hits on the same target can differ by up to about 20%. There is no way to reduce or increase this spread - it applies equally to everyone, players and monsters alike.

## How you actually survive

Dodge chances stay low by design, so defense is mostly about mitigating the damage you will take:

* Your [armor type matchup](/aincrad-legacy-docs/combat-system/armor-and-attack-types.md) against the enemy's attack type.
* [Defensive stats](/aincrad-legacy-docs/combat-system/defenses.md) (DEF/MDEF, RES/MRES) and damage-reducing gear.
* Barriers, protective skills and the [Tanker role](/aincrad-legacy-docs/combat-roles/tank.md) kit.

Pick your fights by asking "how hard will this hit me?" - unless your dodge procs, it will.


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