Missile weapon combat: Difference between revisions
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<math>\text{Accuracy Variance}= \text{Aim Variance} + \text{Weapon Variance} + \text{Flat Variance}</math> | <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. | 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. This formula cannot go below 0. If the answer is negative, it will become 0. | ||
===Weapon Variance=== | ===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. | 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. |
Revision as of 01:49, 15 July 2020
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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:
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. This formula cannot go below 0. If the answer is negative, it will become 0.
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.
Accuracy | Numeric Version |
---|---|
Very High | 0 |
High | 1 to 4 |
Medium | 5 to 9 |
Low | 10 to 24 |
Very Low | ≥25 |
Flat Variance
The bonus in this formula is a sum of different flags that depending on the attacker, weapon, and target effects:
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 2d202-40 (Avg: 21) 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]
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
Unless specified, all information comes from XRL.World.Parts.MissileWeapon::CalculateBulletTrajectory()