**Accuracy** refers to the chance for an attack to hit its target. This follows a formula that changes throughout the franchise.

## Disgaea 1[]

Accuracy is directly proportional(but not equal) to the attacker's HIT divided by the defender's SPD. Most units cannot dodge skills, with the exception of the Ninja class.

Attacks that miss have a chance to be a Nick, still hitting but their Base Power is decreased by 30%. Attacks with high accuracy have a chance to be a Bullseye, increasing their Base Power by 25%.

## Disgaea 2 to 4[]

**aHIT**and**dSPD**: The attacker's HIT stat and the defender's SPD stat respectively.**aSB**: The Stationary Bonus on the attacker.**DirectionMult**depends on where the attack is coming from: 1 for frontal attacks, 5/4 for side attacks, 5/3 for back attacks.- After this term, the game sets a minimum accuracy cap of 40% for side attacks and 80% for back attacks, and then a maximum cap of 100%.

**EvasionChance**: Effects that grant a chance to evade attacks, each applying a separate multiplier of**(100%-Chance)**.- At the end, the game applies a final maximum cap of 99%.

Attacks that miss will roll accuracy again for a chance to be a Nick, still hitting but with 50% subtracted from Base Power and they cannot be a Critical Hit.

## Disgaea 5[]

**aHIT**and**dSPD**: The attacker's HIT stat and the defender's SPD stat respectively.- aHIT increases/decreases by 1% per dm of elevation above/below the defender.
- If the defender is Defending, this stat ratio is multiplied by 0.75.

**AccBonuses**: Effects that increase accuracy or decrease evasion.- After this term, the game sets a minimum accuracy cap of 30% for side attacks and 60% for back attacks, and then a maximum cap of 100%.

**EvasionChance**: Effects that grant a chance to evade attacks, each applying a separate multiplier of**(100%-Chance)**.**AccDecrease**: Effects that decrease accuracy.- At the end, the game applies a final maximum cap of 99%.
- Effects that grant perfect accuracy ignore this cap and set accuracy to 100%.

Attacks that miss will roll accuracy again for a chance to be a Nick, still hitting but their damage is decreased by 50% and they cannot be a Critical Hit.

## Disgaea 6[]

**aHIT**and**dSPD**: The attacker's HIT stat and the defender's SPD stat respectively.**AccModifiers**: Effects that increase or decrease accuracy.- Accuracy increases/decreases by 1% per dm of elevation above/below the defender.
- After this term, the game sets a minimum accuracy cap of 30% for side attacks and 60% for back attacks, and then a maximum cap of 100%.
- Effects that grant perfect accuracy are applied at this point.

**EvasionChance**: Effects that grant a chance to evade attacks, each applying a separate multiplier of**(100%-Chance)**.- Defending gives a unit a 25% evasion chance.

- At the end, the game applies a final maximum cap of 99%.

Attacks that miss will roll accuracy again for a chance to be a Nick, still hitting but the attacking stat is divided by 2 and they cannot be a Critical Hit.

## Disgaea 7[]

**aHIT**and**dSPD**: The attacker's HIT stat and the defender's SPD stat respectively.- aHIT increases/decreases by 1% per 10 dm of elevation above/below the defender.

**Modifiers**: Effects that increase or decrease accuracy.- After this term, the game sets a minimum accuracy cap of 30% for side attacks and 60% for back attacks, and then a maximum cap of 99%.

**EvasionChance**: Effects that grant a chance to evade attacks, each applying a separate multiplier of**(100%-Chance)**.- Defending gives a unit a 25% evasion chance.

- At the end, the game applies a final maximum cap of 99%.
- Effects that grant perfect accuracy or evasion ignore this formula and set accuracy to 100% or 0% respectively. If both are applied, they cancel each other out and the formula plays out as normal.

Attacks that miss will roll accuracy again for a chance to be a Nick, still hitting but their damage is decreased by 50% and they cannot be a Critical Hit.