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{{Cleanup}} | |||
==Missile Weapon Accuracy== | |||
Missile weapons calculate accuracy in a different way that melee combat. Because of the distance, there are multiple factors that play into how accurate a shot will be. | |||
= | The abstracted formula for accuracy is: | ||
<math>\text{Accuracy Variance}= \text{Aim Variance} + \text{Weapon Variance} + \text{Flat Variance}</math> | |||
Where accuracy variance is the vector in degrees affecting the original trajectory. This means that the farther the projectile travels, the more this variance will affect its path. | |||
===Weapon Variance=== | |||
Weapon variance is the accuracy attribute on all missile weapons. Counterintuitively, the numeric representation of accuracy has a greater number represent lower accuracy, where 0 accuracy means that it is a perfect shot. For easier calculation, each missile weapon on this wiki also includes the numeric accuracy. | |||
{| class="wikitable" | |||
!Accuracy | |||
!Numeric Version | |||
|- | |||
|Very High | |||
| 0 | |||
|- | |||
| High | |||
| 1 to 4 | |||
|- | |||
| Medium | |||
| 5 to 9 | |||
|- | |||
| Low | |||
| 10 to 24 | |||
|- | |||
| Very Low | |||
| ≥25 | |||
|} | |||
===Flat Variance=== | ===Flat Variance=== | ||
<math>\text{ | <math>\text{Accuracy} = 2d20 - 21 - \text{AGI mod} - \text{Bonus} </math> | ||
The bonus in this formula is | The bonus in this formula is a sum of different flags that depending on the attacker, weapon, and target effects: | ||
Bonus | {|class = "wikitable" | ||
!If: | |||
!Bonus | |||
|- | |||
|[[Steady Hands]]/[[Steady Hand]] with the respective weapon type | |||
| +2 | |||
|- | |||
| Target is marked | |||
| +1 | |||
|- | |||
| Weapon is [[Scoped]] | |||
| +4 | |||
|- | |||
| [[Stabilizer arm locks]] | |||
| +3 | |||
|} | |||
If {{Dice tooltip|2d20}} ended up above 25 (7.5%), the accuracy is subtracted instead. | |||
===Aim Variance=== | |||
Aim variance is the flat variance added to the distance traveled. | |||
aim variance = flat variance + distance + Bonus + [weapon accuracy, -weapon accuracy] | |||
aim variance = flat variance + | {|class = "wikitable" | ||
If | !If: | ||
!Bonus | |||
|- | |||
|Attacker is [[Sprinting]] and does not have [[Sling and Run]] (works with any missile weapon) | |||
| +(-23 to 23) | |||
|- | |||
| Attacker is flanked (surrounded by 2+ hostile creatures) | |||
| +(-23 to 23) | |||
|} | |||
==Projectile Hit== | |||
When the projectile actually hits the target, regular damage calculations occur. However, there is a -5 DV penalty. If the target has [[Swift Reflexes]], the penalty will not be inflicted. If the creature is immobile, the DV is set to a flat -100. | |||
==References== | ==References== | ||
Unless specified, all information comes from <code>XRL.World.Parts.MissileWeapon::CalculateBulletTrajectory()</code> | |||
[[Category:Battle Mechanics]] |