I am a university student and I have been tinkering with some RPG game ideas recently. One problem I am having is developing a proper mechanics or system of HIT or MISS chance in a monster-slashing game.
First of all, I want my stats to be simple and easy to interpret. So when the player opens his offensive and defensive stat menu he will see something like this:
Accuracy: 90%
Dodge chance (or Evasion rate): 10%
One solution I come up with was this system:
Hit chance = (Accuracy - Dodge Chance)
For example, my character has a base Accuracy of 80%, the monster he is slaying has a Dodge Chance of 10%. Therefore, when I hit the monster I have a 70% chance to make the hit.
Notice that in this system, I allow the Accuracy and Dodge Chance to exceed 100% by means of gearing and buffing. So there can be scenarios like: My character has a base Accuracy of 80%. He has a weapon with a stat line +20% accuracy and a ring with a stat line +10% accuracy equipped. He also has a skill that says "+30% accuracy for 10 seconds". So when my character equips those items and activates the buff skill, he should see an effective Accuracy of 140% in his stat.
So when this character slays a monster with only 20% Dodge chance he will always guarantee a hit. This makes sense because he should be rewarded for choosing this item and this skill (or this build basically).
Of course, there will be types of monster where there Dodge Chance is high, or incredibly high (maybe 200%) for a super rare creature which could drop lots of legendaries when slain which would encourage players to equip specific builds in order to hunt them.
My question is that, is there a better and more intuitive system than this? I saw some post suggest that we calculate hit chance by:
Hit chance = ((Accuracy - Dodge Chance)/Accuracy)*100 (%)
How is this different than my formula? and which one is more consistent in an RPG? and which would make players feel better playing and building their character? because I have seen some players get frustrated when they miss a crucial hit/skill.
Of course, what are other popular systems regarding HIT and MISS in RPGs which do not rely significantly on RNG but, ultimately, on the players' decisions of choosing their gear, skills and build?