Missile weapon combat: Difference between revisions
→Projectile Hit and Damage: Include normal combat bonus in the DV penalty explanation. |
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In the following cases, aim variance is always set to 0. | In the following cases, aim variance is always set to 0. | ||
* Bow and rifle shots using | * Bow and rifle shots using {{f|Sure Fire}} or {{f|Beacon Fire}}. | ||
* The final shot of a barrel from {{favilink|Ruin of House Isner}}. | * The final shot of a barrel from {{favilink|Ruin of House Isner}}. | ||
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# Take the absolute value of that result. | # Take the absolute value of that result. | ||
# Subtract the wielder's [[Attributes#Attribute_Modifiers|Agility modifier]]. | # Subtract the wielder's [[Attributes#Attribute_Modifiers|Agility modifier]]. | ||
# Subtract all relevant skill modifiers for | # Subtract all relevant skill modifiers for {{f|Steady Hands}} (-2), {{f|Steady Hand}} (-2), or {{f|Draw a Bead}} (-1). | ||
# Subtract all relevant [[item mod]] bonuses. This includes [[scoped]] (-4) as well as potential hidden bonuses to aim variance from [[Relic#Minor_Enhancements|relic]]/[[extradimensional]] enhancements. | # Subtract all relevant [[item mod]] bonuses. This includes [[scoped]] (-4) as well as potential hidden bonuses to aim variance from [[Relic#Minor_Enhancements|relic]]/[[extradimensional]] enhancements. | ||
# Subtract 3 for each installed {{favilink|stabilizer arm locks}} implant | # Subtract 3 for each installed {{favilink|stabilizer arm locks}} implant | ||
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The firing-while-sprinting penalty is negated in either of the following scenarios:<ref name="MissileWeaponFireEvent" /> | The firing-while-sprinting penalty is negated in either of the following scenarios:<ref name="MissileWeaponFireEvent" /> | ||
* If the player is firing a [[:Category:Pistols|Pistol-type weapon]] and has the | * If the player is firing a [[:Category:Pistols|Pistol-type weapon]] and has the {{f|Sling and Run}} skill, or | ||
* If the player has {{favilink|Kah's loop}} equipped and active | * If the player has {{favilink|Kah's loop}} equipped and active | ||
== Fixed Spread Projectiles == | == Fixed Spread Projectiles == | ||
After calculating the angular variance of a projectile, the game also adds any additional fixed spread projectiles. These include: | After calculating the angular variance of a projectile, the game also adds any additional fixed spread projectiles. These include: | ||
* A heavy weapon | * A heavy weapon {{f|Sweep}}, which will fire 5 projectiles in place of the usual single projectile, with fixed offsets from the calculated angular variance (-45°, -22°, 0°, 22°, and 45°){{Code Reference|class=Combat|method=FireEvent|case=CommandFireMissileWeapon|name=CommandFireMissileWeapon}} | ||
* A weapon with the [[beamsplitter]] mod, which will fire 3 projectiles with fixed offsets from the calculated angular variance (-9°, 0°, and 9°)<ref name="MissileWeaponFireEvent" />{{Code Reference|class=ModBeamsplitter}} | * A weapon with the [[beamsplitter]] mod, which will fire 3 projectiles with fixed offsets from the calculated angular variance (-9°, 0°, and 9°)<ref name="MissileWeaponFireEvent" />{{Code Reference|class=ModBeamsplitter}} | ||
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Also, info on damage calculations is not found in the linked penetration article, as claimed. Rather than adding it there, it might be better to explain the damage calculation here for a ranged weapon & ammo, similar to the example in the [[Melee weapon combat#Damage Rolls|Melee weapon combat]] article.}} | Also, info on damage calculations is not found in the linked penetration article, as claimed. Rather than adding it there, it might be better to explain the damage calculation here for a ranged weapon & ammo, similar to the example in the [[Melee weapon combat#Damage Rolls|Melee weapon combat]] article.}} | ||
After a projectile actually hits a target - whether or not that was the intended target - regular damage calculations occur. However, the + | After a projectile actually hits a target - whether or not that was the intended target - regular damage calculations occur. However, a -5 DV penalty is applied, unless the target has [[Swift Reflexes]]. In most situations, this means that ranged attacks are dodged with only +1 DV, in contrast to [[Dodge_(DV)|melee combat's +6]]. If the creature is immobile, the DV is set to a flat -100. | ||
For information about penetration and damage calculations for missile weapons, refer to the [[Penetration_(PV)|penetration]] article. | For information about penetration and damage calculations for missile weapons, refer to the [[Penetration_(PV)|penetration]] article. |