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{{As Of Patch|2.0.201.114}}{{tocright}} | |||
Missile weapons are one of three core weapon classes in {{gamename}}, along with [[Melee weapon combat|melee weapons]] and [[Thrown weapon combat|thrown weapons]]. | Missile weapons are one of three core weapon classes in {{gamename}}, along with [[Melee weapon combat|melee weapons]] and [[Thrown weapon combat|thrown weapons]]. | ||
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= Missile Weapon Accuracy = | = Missile Weapon Accuracy = | ||
The first component to a missile weapon attack is determining the trajectory of any projectiles. | |||
== Angular Variance == | == Angular Variance == | ||
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=== Weapon Variance === | === Weapon Variance === | ||
[[Image:Missile weapon 25 degree example.png|thumb|Example range of weapon variance (blast cannon)]] | [[Image:Missile weapon 25 degree example.png|thumb|Example range of weapon variance (blast cannon)]] | ||
{| class="wikitable" style="float:right;" | {| class="wikitable" style="float:right;margin-left:8px;" | ||
!Accuracy | !Accuracy | ||
!Numeric Value | !Numeric Value | ||
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=== Aim Variance === | === Aim Variance === | ||
{{clear}}[[Image:Missile_weapon_aim_variance_initial_roll_probabilities.png|thumb|Outcome probabilities for initial Abs(2d20-21) roll]] | |||
Each projectile fired is additionally affected by the wielder's aim variance. '''AimVariance''' begins with a standard {{dice tooltip|2d20}} dice roll shared by all missile weapons. The value can then be modified by attributes, skills, weapon mods, and other factors, and it can sometimes be reduced to 0. | Each projectile fired is additionally affected by the wielder's aim variance. '''AimVariance''' begins with a standard {{dice tooltip|2d20}} dice roll shared by all missile weapons. The value can then be modified by attributes, skills, weapon mods, and other factors, and it can sometimes be reduced to 0. | ||
Bow and rifle shots using [[Sure Fire]] or [[Beacon Fire]] | In the following cases, aim variance is always set to 0. | ||
* Bow and rifle shots using [[Sure Fire]] or [[Beacon Fire]]. | |||
* The final shot of a barrel from {{favilink|Ruin of House Isner}}. | |||
Otherwise, the general formula for aim variance is as follows.<ref name="MissileWeaponFireEvent" /> | Otherwise, the general formula for aim variance is as follows.<ref name="MissileWeaponFireEvent" /> | ||
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= Projectile Hit and Damage = | = Projectile Hit and Damage = | ||
{{ | {{Missing info|This section needs more info about how the "Hit" mechanics work for missile weapons, and possibly a little cleanup. | ||
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, 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. | |||
For information about penetration and damage calculations for missile weapons, refer to the [[Penetration_(PV)|penetration]] article. | |||
= Additional Notes = | |||
* It is possible in some cases for aim variance to offset weapon variance in a way that is beneficial to the overall accuracy of the shot. For example, a blast cannon may roll -18° for weapon variance and then have an aim variance of 17°. If the game randomly chooses to add the aim variance to the weapon variance, it would result in a near-perfect shot (-1° total angular variance). On the other hand, if the game randomly chooses to subtract the aim variance from the weapon variance, it would result in a total angular variance of -35°. | |||
* Because the [[scoped]] mod affects only aim variance (not weapon variance), it has limited usefulness to characters who already have very high Agility and supporting skills/cybernetics. If aim variance has already been reduced to 0 by other factors, the scoped mod will have no functional effect (because aim variance cannot be reduced below 0). You can test your character's aim variance by using a weapon that has perfect accuracy, such as the {{favilink|sniper rifle}}, {{favilink|nullray pistol}}, or {{favilink|arc cannon}}. If all of your shots with that weapon hit a far away target without missing, your aim variance is already 0 (or near enough to zero) that [[scoped]] will not be useful to you on ''any'' weapon. | |||
= List of Missile Weapons = | |||
<div style="display:flex;flex-wrap:wrap;"> | |||
<div style="margin-right: 2.5em;"> | |||
=== Pistols === | |||
{{#cargo_query:tables=ItemsTable=IT,MissileWeaponData=MWD | |||
| join on=MWD.JoinKey=IT.JoinKey | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(IT.ObjectID),'{{))}}')=Weapon, | |||
CONCAT(MWD.Accuracy,' ({{(}}#switch: ',MWD.Accuracy,'{{!}}0=Very High{{!}}1{{!}}2{{!}}3{{!}}4=High{{!}}5{{!}}6{{!}}7{{!}}8{{!}}9=Medium{{!}}10{{!}}11{{!}}12{{!}}13{{!}}14{{!}}15{{!}}16{{!}}17{{!}}18{{!}}19{{!}}20{{!}}21{{!}}22{{!}}23{{!}}24=Low{{!}}Very Low{{)}})')=Accuracy, | |||
CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV, | |||
CONCAT(CASE WHEN IT.Damage IS NOT NULL THEN CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}') ELSE 'ammo-based' END)=Damage | |||
| where=IT.Skill='Pistol' AND MWD._pageNamespace = 0 | |||
| order by=IT.MaxPV DESC,IT.Damage DESC | |||
| format=table | |||
}} | |||
=== Bows === | |||
{{#cargo_query:tables=ItemsTable=IT,MissileWeaponData=MWD | |||
| join on=MWD.JoinKey=IT.JoinKey | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(IT.ObjectID),'{{))}}')=Weapon, | |||
CONCAT(MWD.Accuracy,' ({{(}}#switch: ',MWD.Accuracy,'{{!}}0=Very High{{!}}1{{!}}2{{!}}3{{!}}4=High{{!}}5{{!}}6{{!}}7{{!}}8{{!}}9=Medium{{!}}10{{!}}11{{!}}12{{!}}13{{!}}14{{!}}15{{!}}16{{!}}17{{!}}18{{!}}19{{!}}20{{!}}21{{!}}22{{!}}23{{!}}24=Low{{!}}Very Low{{)}})')=Accuracy, | |||
CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV, | |||
CONCAT(CASE WHEN IT.Damage IS NOT NULL THEN CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}') ELSE 'ammo-based' END)=Damage | |||
| where=IT.Skill='Bow and Rifle' AND MWD.AmmoName = 'arrow' AND MWD._pageNamespace = 0 | |||
| order by=IT.MaxPV DESC,IT.Damage DESC | |||
| format=table | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
=== Rifles === | |||
{{#cargo_query:tables=ItemsTable=IT,MissileWeaponData=MWD | |||
| join on=MWD.JoinKey=IT.JoinKey | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(IT.ObjectID),'{{))}}')=Weapon, | |||
CONCAT(MWD.Accuracy,' ({{(}}#switch: ',MWD.Accuracy,'{{!}}0=Very High{{!}}1{{!}}2{{!}}3{{!}}4=High{{!}}5{{!}}6{{!}}7{{!}}8{{!}}9=Medium{{!}}10{{!}}11{{!}}12{{!}}13{{!}}14{{!}}15{{!}}16{{!}}17{{!}}18{{!}}19{{!}}20{{!}}21{{!}}22{{!}}23{{!}}24=Low{{!}}Very Low{{)}})')=Accuracy, | |||
CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV, | |||
CONCAT(CASE WHEN IT.Damage IS NOT NULL THEN CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}') ELSE 'ammo-based' END)=Damage | |||
| where=IT.Skill='Bow and Rifle' AND MWD.AmmoName <> 'arrow' AND MWD._pageNamespace = 0 | |||
| order by=IT.MaxPV DESC,IT.Damage DESC | |||
| format=table | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
=== Heavy Weapons === | |||
{{#cargo_query:tables=ItemsTable=IT,MissileWeaponData=MWD | |||
| join on=MWD.JoinKey=IT.JoinKey | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(IT.ObjectID),'{{))}}')=Weapon, | |||
CONCAT(MWD.Accuracy,' ({{(}}#switch: ',MWD.Accuracy,'{{!}}0=Very High{{!}}1{{!}}2{{!}}3{{!}}4=High{{!}}5{{!}}6{{!}}7{{!}}8{{!}}9=Medium{{!}}10{{!}}11{{!}}12{{!}}13{{!}}14{{!}}15{{!}}16{{!}}17{{!}}18{{!}}19{{!}}20{{!}}21{{!}}22{{!}}23{{!}}24=Low{{!}}Very Low{{)}})')=Accuracy, | |||
CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV, | |||
CONCAT(CASE WHEN IT.Damage IS NOT NULL THEN CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}') ELSE 'ammo-based' END)=Damage | |||
| where=IT.Skill='Heavy Weapon' AND MWD._pageNamespace = 0 | |||
| order by=IT.MaxPV DESC,IT.Damage DESC | |||
| format=table | |||
}} | |||
</div> | |||
</div> | |||
= References = | = References = |
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