Missile weapon combat: Difference between revisions

1,474 bytes added ,  16:10, 10 October 2019
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(laptop running out of batter, sorry for the ugly draft)
 
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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.


==Missile Weapon Accuracy==
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{accuracy} = 2d20 - 21 - \text{AGI mod} - (\text{Missile accuracy} + \text{Bonus}) </math>
<math>\text{Accuracy} = 2d20 - 21 - \text{AGI mod} - \text{Bonus} </math>


The bonus in this formula is determined by:
The bonus in this formula is a sum of different flags that depending on the attacker, weapon, and target effects:
Bonus = 2 (if steady hands) +1 (if marked) + AimLevel(?) + 4 (if scoped) + 3 (if stablizer arm locks)
{|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.


if 2d20 ended up above 25, num11 becomes -num11
===Aim Variance===
Aim variance is the flat variance added to the distance traveled.


===Aim Variance===
aim variance = flat variance + distance + Bonus + [weapon accuracy, -weapon accuracy]
aim variance = flat variance + xdistance
{|class = "wikitable"
If you're running and not sling and run, add a number between -23 and 23
!If:
If you're flanked, add a number between -23 and 23
!Bonus
Add a number between -weapon accuracy and +weapon accuracy
|-
|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)
|}


The closer to 0 num 12 is, the better.
==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.


Basically, shoot things close. Shoot things with scoped missile weapons, unless they're sniper rifles
Shoot things when you're not sprinting or flanked.
In theory, every +agility gives you an extra tile.
==References==
==References==
* <code>MissileWeapon.cs</code>
Unless specified, all information comes from <code>XRL.World.Parts.MissileWeapon::CalculateBulletTrajectory()</code>
 
[[Category:Battle Mechanics]]