Penetration (PV): Difference between revisions
The step by step process already had the correct formula and full information on how penetration works, so I removed the incorrect formula, and additionally fixed up the melee weapon PV calculation section by taking info from the melee combat article.
(copying some stuff from melee combat over here, and corrected that the base 4 pv isn't actually in the calculation) |
(The step by step process already had the correct formula and full information on how penetration works, so I removed the incorrect formula, and additionally fixed up the melee weapon PV calculation section by taking info from the melee combat article.) |
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==Melee Weapon PV Calculation== | ==Melee Weapon PV Calculation== | ||
The PV of melee weapons is calculated as the follows: | |||
* Base penetration bonus, | |||
** For non-vibro weapons, the base penetration bonus is equal to the weapon penetration value shown on the equipment screen in-game, minus 4. For example, if the weapon shows {{PV}}7, your base penetration bonus is 3. ''Typically this bonus is the same as your strength modifier (or your strength modifier + 1 for two-handed weapons), but it can be capped to a lower value depending on the weapon.'' | |||
** For [[:Category:Vibro_Weapons|vibro weapons]], the base penetration bonus is always equal to the defender's [[AV]]. | |||
* +1 bonus penetration if the weapon has the [[Sharp]] modification, | |||
* +4 bonus penetration if the enemy is [[asleep]], | |||
* +1 bonus penetration to swarmer attackers for each additional swarmer enemy that surrounds their opponent, | |||
* and additional bonus penetration from the [[Charge]], [[Lunge]], [[Long Blade Proficiency]], [[Improved Aggressive Stance]], [[Shank]], or [[Slam]] skills as applicable. | |||
A critical hit | A [[Critical Hit|critical hit]] is guaranteed one penetration regardless of PV if the source of the critical hit is a player character. | ||
==Ranged Weapon PV Calculation== | ==Ranged Weapon PV Calculation== | ||
Ranged weapon PV is determined by the PV of the gun itself. The PV of the bullet does not matter. Even if the weapon is a [[Compound bow|compound]] or [[Short bow|short bow]], all that is derived from the "bullet" is the damage value and the [[Boomrose arrow|effect]], if any; the PV remains static. | |||
Ranged weapon PV is determined by the PV of the gun itself. The PV of the bullet does not matter. | |||
Critical hits on ranged weapons add a flat + | [[Critical Hit|Critical hits]] on ranged weapons add a flat +2 PV to the shot, increased to +4 if the weapon is a pistol and the user has [[Dead Shot]]. | ||
==Penetration Formula | ==Penetration Formula== | ||
{{Qud text|&GStep 1}} - Roll the attacker's PV value against the defender's AV value 3 times (let's call this a '''''triplet'''''). | {{Qud text|&GStep 1}} - Roll the attacker's PV value against the defender's AV value 3 times (let's call this a '''''triplet'''''). | ||
: {{Qud text|&GStep 1a}} - Each individual roll within the triplet works as follows (let's call each roll a '''''singlet'''''): | : {{Qud text|&GStep 1a}} - Each individual roll within the triplet works as follows (let's call each roll a '''''singlet'''''): | ||
:: {{Qud text|&GStep 1a.i}} - Roll <code>1d10-2</code>. Each time that the maximum result of <code>8</code> is rolled, perform the <code>1d10-2</code> roll again and continue adding the results together. | ::{{Qud text|&GStep 1a.i}} - Roll <code>1d10-2</code>. Each time that the maximum result of <code>8</code> is rolled, perform the <code>1d10-2</code> roll again and continue adding the results together. | ||
:: {{Qud text|&GStep 1a.ii}} - Add the attacker's PV value to the total roll calculated in {{Qud text|&gStep 1a.i|unbolded}}. | :: {{Qud text|&GStep 1a.ii}} - Add the attacker's PV value to the total roll calculated in {{Qud text|&gStep 1a.i|unbolded}}. | ||
:: {{Qud text|&GStep 1a.iii}} - Note whether the total PV roll from {{Qud text|&gStep 1a.ii|unbolded}} is greater than the target's AV. | :: {{Qud text|&GStep 1a.iii}} - Note whether the total PV roll from {{Qud text|&gStep 1a.ii|unbolded}} is greater than the target's AV. | ||
: {{Qud text|&GStep 1b}} - If at least one '''''singlet''''' roll was greater than the target's AV, the attack penetrates one time (or one ''more'' time if this is a subsequent triplet). If all three '''''singlet''''' rolls were greater than the target's AV, reduce the PV value by 2, return to {{Qud text|&gStep 1|unbolded}}, and perform another '''''triplet''''' of rolls to determine if the attack penetrates an additional time. ''(Continue this loop, reducing PV by 2 each time, until at least one '''''singlet''''' fails to roll higher than the target's AV.)'' | :{{Qud text|&GStep 1b}} - If at least one '''''singlet''''' roll was greater than the target's AV, the attack penetrates one time (or one ''more'' time if this is a subsequent triplet). If all three '''''singlet''''' rolls were greater than the target's AV, reduce the PV value by 2, return to {{Qud text|&gStep 1|unbolded}}, and perform another '''''triplet''''' of rolls to determine if the attack penetrates an additional time. ''(Continue this loop, reducing PV by 2 each time, until at least one '''''singlet''''' fails to roll higher than the target's AV.)'' | ||
In summary, the attack penetrates once for each '''''triplet''''' of rolls where at least one '''''singlet''''' was higher than the target's AV. <ref><code>XRL.Rules.Stat.RollDamagePenetrations()</code></ref> | In summary, the attack penetrates and deals damage equal to its damage dice once for each '''''triplet''''' of rolls where at least one '''''singlet''''' was higher than the target's AV. <ref><code>XRL.Rules.Stat.RollDamagePenetrations()</code></ref> | ||
If all three rolls in the first '''''triplet''''' are equal to or lower than the target's AV, the attack fails to penetrate at all. | If all three rolls in the first '''''triplet''''' are equal to or lower than the target's AV, the attack fails to penetrate at all. |