Missile weapon combat: Difference between revisions

Angular Variance: Back out change
Tags: Manual revert Mobile edit Mobile web edit
Starfungus (talk | contribs)
m favilinks
 
Line 49: Line 49:


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 [[Sure Fire]] or [[Beacon Fire]].
* 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}}.


Line 59: Line 59:
# 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 [[Steady Hands]] (-2), [[Steady Hand]] (-2), or [[Draw a Bead]] (-1).
# 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
Line 69: Line 69:


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 [[Sling and Run]] skill, or
* 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 [[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 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}}