Throw

Throw 0/10

The more points you put into this skill:
- The higher is your chance to hit
- The higher the dmg
- The higher the crit damage

Here are the formulas we know about throw:

Probabilities:
hitHead=(( yourDEX - opponentDEF ) x 0.005 ) + 0.75 + (0.02 x points_in_throw ) - 0.15
hitBody=(( yourDEX - opponentDEF ) x 0.005 ) + 0.75 + (0.02 x points_in_throw ) - 0.10
hitArm=(( yourDEX - opponentDEF ) x 0.005 ) + 0.75 + (0.02 x points_in_throw ) - 0.05
hitLeg=(( yourDEX - opponentDEF ) x 0.005 ) + 0.75 + (0.02 x points_in_throw ) - 0.05
With 10/10 points in Throw
 on head on Body on leg on arm If yourDEX - hisDEF= 40 hit probabilities are 100% 105% 110% 110% If yourDEX - hisDEF= 30 hit probabilities are 95% 100% 105% 105% If yourDEX - hisDEF= 20 hit probabilities are 90% 95% 100% 100% If yourDEX - hisDEF= 10 hit probabilities are 85% 90% 95% 95% If yourDEX - hisDEF= 0 hit probabilities are 80% 85% 90% 90% If yourDEX - hisDEF= -10 hit probabilities are 75% 80% 85% 85% If yourDEX - hisDEF= -20 hit probabilities are 70% 75% 80% 80% If yourDEX - hisDEF= -30 hit probabilities are 65% 70% 75% 75% If yourDEX - hisDEF= -40 hit probabilities are 60% 65% 70% 70% If yourDEX - hisDEF= -50 hit probabilities are 55% 60% 65% 65% If yourDEX - hisDEF= -60 hit probabilities are 50% 55% 60% 60% If yourDEX - hisDEF= -70 hit probabilities are 45% 50% 55% 55% If yourDEX - hisDEF= -80 hit probabilities are 40% 45% 50% 50% If yourDEX - hisDEF= -90 hit probabilities are 35% 40% 45% 45% If yourDEX - hisDEF= -100 hit probabilities are 30% 35% 40% 40% If yourDEX - hisDEF= -110 hit probabilities are 25% 30% 35% 35% If yourDEX - hisDEF= -120 hit probabilities are 20% 25% 30% 30% If yourDEX - hisDEF= -130 hit probabilities are 15% 20% 25% 25% If yourDEX - hisDEF= -140 hit probabilities are 10% 15% 20% 20% If yourDEX - hisDEF= -150 hit probabilities are 5% 10% 15% 15% If yourDEX - hisDEF= -160 hit probabilities are 0% 5% 10% 10% If yourDEX - hisDEF= -170 hit probabilities are 0% 0% 5% 5% If yourDEX - hisDEF= -180 hit probabilities are 0% 0% 0% 0%

Damage dealt:
Dmg=A_DMG + ((A_DMG x 0.05) x “points in throw”)
With:
DMG=random(DMGMAX_T-DMGMIN_T)+DMGMIN_T
with: