We have Lots of Definitive Lists around here.. But when looking for a "To Hit" list today I couldnt find it. So I figured I'd Make one.
To Hit, Or Attack, Modifier is the core of the D&D System. Everyone who melees wants to maximize their chane to hit the mobs. WIth So many ways to Increase your to hit bonus in this game, its about time we have some sort of list.
Base Attack Bonus (BAB)
Your Base attack bonus depends on your Class makeup. DDO has 3 BAB progressions.
Fighter, Ranger, Paladin, and Barbarian all share a 1:1 BAB Ratio. FOr every Level thet Gain they gain +1 to their Base attack bonus.
Cleric, Rogue, Monk, and Bard all Share a 3:4 Ratio. This equates to +3 to hit for every 4 Levels Gained in the class.
NOTE: Monks Gain +1 BAB Every 4 Levels if they are "Centered" (Effectivly increasing their BAB to a 1:1 class)
Wizards and Sorcerers have a 1:2 Ratio for their BAB. They get +1 for every 2 Levels in the class.
The To Hit is Lost First when Leveling. (A L1 Cleric for example has a 0 BAB) then Progresses from there. So when Multi-classing with a reduced BAB class your overall To Hit bonus will be reduced. (A 14 Barbarian/1Cleric/1 Wizard will have a BAB of 14 because L1 on both Cleric and Wizard is 0)
Your Ability Modifier is the next Substantial modifier for your To Hit Bonus. In Most cases this is your Strength Modifier. Exceptions are Ranged Weapons, Which use your Dexterity Modifier. You May also take the "Weapon Finesse" Feat which allows you to use your Dexterity Modifier for Weapons that fall into the "Light" catagory or Rapiers, Which are a Finesseable Medium Weapon.
An alchemical bonus is granted by the use of a nonmagical, alchemical substance.
There are Currently no Alchemical Bonus's to Weapons in this game, However, You can obtain Potions that will increas your Strength or Dexterity temporarily. This will effectively boost your to hit.
Alchemical STR and Dex potions are availabale via Collectable Turn ins to the collectors in the House D Ward.
A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source.
Bard Spell- Focusing Chant +1 To Hit (Self Only)
You gain +2 to your attack Rolls if you are "Flanking" a Mob.
Rogues can gain a +1 to +5 Sneak Attack bonus to their To Hit when They do Not have Aggro. Many Items and Weapons can also Provide this Sneak attack Bonus.
A competence bonus (or penalty) affects a character's performance of a particular task, as in the case of the bardic ability to inspire competence. Such a bonus may apply on attack rolls.
Sources for Competence Bonus' are
Bard Song- Inspire Greatness +2 to Hit
Full Plate of the Defender - Vision of Destruction Raid Item +2 To Hit
Tumbleweed - Hound of Xoriat Raid Item +2 To Hit
Steady Handed Armbands - Madstone Crater +1 to hit
An enhancement bonus represents an increase in the sturdiness and/or effectiveness of a weapon. In Other words, this is your Weapon Modifier.. The "+1" in your "+1 Holy Battleaxe of Deception"
Weapons can have a +0 to +5 Enhancement bonus on them. Bane is also added to this Bonus. Lesser adds +1, Bane adds +2 and Greater Bane adds +4. FOr Example, a +5 Greatsword of Greater Evil Outsider Bane would be +5 against most creatures,but +9 to Hit against Evil Outsiders.
An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies.
There are currently No To Hit Insight Bonus's in DDO
A luck modifier represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies.
Sources of Luck Bonus' to Hit.
Cleric Spell: Prayer +1 To Hit
Cleric Spell Recitation: +2 To Hit
Cleric/Paly Spell: Divine Favor +1 to +3. Self Only
A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies.
Sources of Morale Bonus' to Hit
Bard Song: Inspire Courage +1 to +7 To Hit with bard enhancments
Spell: Greater Heroism +4 To Hit
Spell/Potion/CLicky: Heroism +2 to hit
Spell: Good Hope +2 To Hit
A bonus granted because of the culture a particular creature was brought up in or because of innate characteristics of that type of creature.
Sources of Racial Modifiers Include Drow Shortsword and Rapier Enhancements, Dwarven Axe Enhancments, elf Longsword and rapier enhancments, Halfling throwing Weapon Enhancments and other Racial Enhancment lines.
A size bonus or penalty is derived from a creature's size category.
Halflings Receive a +1 To Hit because of their Size.
SPELL: Rams Might Adds a +2 To hit (Ranger, Self Only)
(Note: Rams Might also adds +2 Stacking STR For a TOtal of +3 To Hit)
Other ways to Increase your Attack Modifier.
Spell: Divine Power Self Only, available via Spell and Clicky.
Divine Power Increases your BAB to that of a Fighter of the same level (Effectively giving you a 1:1 BAB)
Spell: Tensors Transformation: Self Only, Scrolls Available
Tensors Transfomation Increases your BAB to that of a FIghter of the same level (Effectively giving you a 1:1 BAB)
You cannot Cast spells Under the effect of Tensors Transformation
Madstone Rage: Effect in Madstone Crater Quest, Clicky/Random effect from From the Madstone Boots From the Reaver Raid.
Madstone rage increases your BAB to 1:1 and also adds a +2 Stacking STR Enhancment.
You cannot cast spells, Use CLicky's, or consume some potions while uner the effects of Madstone Rage.
Weapon Focus/Greater Weapon Focus. These feats Provide a Stacking +1 for the weapon style selected
Precision: Provides +4 to hit with the Penalty of Halving your Base damage(ANd SNeak attack damage)
Cleric/Paly "Way Of" Enhancments: Provide +1 stacking to hit for your dieties Prefered weapon.
Increase your To Hit By Decreasing the Mobs AC!
There are several ways to decrease a mobs AC. THis effectively increases yoru chance to Hit the mob. These Include
Sunder:Free Granted Feat to Melee Classes. Causes -4 AC for 1 Minute
Imp Sunder FEAT Causes -5 to AC also Times for 1 Minute. Does not stack with Sunder
Eagle Claw Attack Monk Special Ability/Attack -4 AC
Unbalancing Strike Monk Special Ability/Attack -2 AC
Ooze Sunder Shroud Weapon Effect Chance to Cause -5 AC
Destruction: Weapon Effect. Stacks with Sunder. Causes -4 AC for 1 Minute (ALso available on a Mithral Breatplate from Houd of Xoriat)
Maldroit/Bone Breaking: Causes Dex Damage wich results in the mob losing thier Dex Bonus to AC (IF Any)
REV: .1 7/29/08
Rev: .2 7/30/08