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(→Projectile Hit and Damage: further detailed missing info) |
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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.}} | {{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. | For information about penetration and damage calculations for missile weapons, refer to the [[Penetration_(PV)|penetration]] article. | ||
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CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV, | 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 | 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. | | where=IT.Skill='Pistol' AND MWD._pageNamespace = 0 | ||
| order by=IT.MaxPV DESC,IT.Damage DESC | | order by=IT.MaxPV DESC,IT.Damage DESC | ||
| format=table | | format=table | ||
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CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV, | 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 | 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. | | where=IT.Skill='Bow and Rifle' AND MWD.AmmoName = 'arrow' AND MWD._pageNamespace = 0 | ||
| order by=IT.MaxPV DESC,IT.Damage DESC | | order by=IT.MaxPV DESC,IT.Damage DESC | ||
| format=table | | format=table | ||
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CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV, | 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 | 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. | | where=IT.Skill='Bow and Rifle' AND MWD.AmmoName <> 'arrow' AND MWD._pageNamespace = 0 | ||
| order by=IT.MaxPV DESC,IT.Damage DESC | | order by=IT.MaxPV DESC,IT.Damage DESC | ||
| format=table | | format=table | ||
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CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV, | 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 | 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. | | where=IT.Skill='Heavy Weapon' AND MWD._pageNamespace = 0 | ||
| order by=IT.MaxPV DESC,IT.Damage DESC | | order by=IT.MaxPV DESC,IT.Damage DESC | ||
| format=table | | format=table |
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