Penetration (PV): Difference between revisions

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short bows don't do str
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A '''penetration''' is a single application of a weapon's damage dice against the target. One attack might result in multiple penetrations, multiplying the weapon's damage dice accordingly. In game, penetrations are noted in the message log as a parenthetical multiplier after the damage, such as {{qud text|&W(x2)}} or {{qud text|&M(x5)}}.
A '''penetration''' is a single application of a weapon's damage dice against the target. One attack might result in multiple penetrations, multiplying the weapon's damage dice accordingly. In game, penetrations are noted in the message log as a parenthetical multiplier after the damage, such as {{qud text|&W(x2)}} or {{qud text|&M(x5)}}.
While the full calculations behind penetration are complex, a key takeaway is that every two points of the attacker's PV will, on average, increase the attack's damage multiplier by one, while every two points of the defender's AV will reduce it by one.


== Background ==
== Background ==
There are two components to an attack.
There are two components to an attack.
* The first component is the '''hit'''. If an attacker's to-hit roll (heavily influenced by [[Agility]]) succeeds, the attack hits and applies on-hit effects.
* The first component is the '''hit'''. If an attacker's to-hit roll (heavily influenced by [[Agility]]) succeeds, the attack hits and applies on-hit effects.
* The second component is '''penetration'''. If an attacker's penetration roll (heavily influenced by [[Strength]]) succeeds, the attack penetrates and deals damage.
* The second component is '''penetration'''. If an attacker's penetration roll (heavily influenced by [[Strength]]) succeeds, the attack penetrates and deals damage, and can also apply on-penetration effects (such as the stat-draining effect of a {{favilink|life sap}} or {{favilink|stat sap}}).


For more general information about attacking, refer to the relevant combat mechanics page:
For more general information about attacking, refer to the relevant combat mechanics page:
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|[[File:PV_example_vibro.png]]
|[[File:PV_example_vibro.png]]
|-
|-
! Missile<br><span style="font-weight:normal;">(non-bow)</span>
! rowspan="2" | Missile<br><span style="font-weight:normal;">(non-bow)</span>
| style="text-align:center;" | <span style="font-size:120%><b>{{PV}}X</b></span>
| style="text-align:center;" | <span style="font-size:120%><b>{{PV}}X</b></span>
|[[File:Missile_PV_example.png]]
|[[File:Missile_PV_example.png]]
|
| rowspan="2" |
* '''X''' is the intrinsic PV of a non-bow missile weapon - non-bow missile weapon PV cannot be modified by ammo, strength, or other attributes.
* '''X''' is the intrinsic PV of a non-bow missile weapon - non-bow missile weapon PV cannot be modified by ammo, strength, or other attributes.
* {{PV|pierce}} represents that after a successful penetration, the projectile will continue its path, attempting to attack anything it strikes until it reaches the end of the zone.
|-
|style="text-align:center;" | <span style="font-size:120%><b>{{PV|pierce}}X</b></span>
|[[File:Missile PV example pierce.jpg]]
|-
|-
! Missile<br><span style="font-weight:normal;">(bow)</span>
! Missile<br><span style="font-weight:normal;">(bow)</span>
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|[[File:Bow_PV_example.png]]
|[[File:Bow_PV_example.png]]
|
|
* '''X''' is the base PV of a bow. This can be modified by the ammo loaded in the bow. In the case of the '''compound bow''' and the '''turbow''', it can also be modified by the wielder's strength. Whether or not these modifications are shown in game currently seems to be somewhat inconsistent.
* '''X''' is the base PV of a bow. This can be modified by the ammo loaded in the bow. In the case of {{F|compound bow|plural}} and {{F|turbow|plural}}, it can also be modified by the wielder's strength. As of {{Patch|2.0.204.101}}, the display PV for these bows appears to not be accurate.
|-
|-
! Thrown
! Thrown
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==Ranged Weapon PV Calculation (Bows)==
==Ranged Weapon PV Calculation (Bows)==
A bow's base PV is determined by the PV of the arrow loaded into the bow. The {{favilink|compound bow}} also has the effect of adding the wielder's [[strength]] modifier to the penetration value. The {{Favilink|turbow}} adds +4 PV to the shot and then adds the wielder's strength modifier to the penetration value.
A bow's base PV is determined by the PV of the arrow loaded into the bow. The {{favilink|compound bow}} also has the effect of adding the wielder's [[strength]] modifier to the penetration value. The {{Favilink|turbow}} adds +4 PV to the shot and then adds the wielder's strength modifier to the penetration value.
Whether or not these PV modifications are shown in game currently seems to be somewhat inconsistent. For example, the {{favilink|short bow}} always show {{PV}}4, but the compound bow's PV will update accurately based on the ammo loaded into it and the wielder's strength.


==Thrown Weapon PV Calculation==
==Thrown Weapon PV Calculation==
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==Penetration Formula==
==Penetration Formula==
{{Qud text|&amp;GStep 1}} - Roll the attacker's PV value against the defender's AV value 3 times (let's call this a '''''triplet''''').
{{Qud text|&amp;GStep 1}} - Roll the attacker's PV against the defender's AV value 3 times (let's call this a '''''triplet''''').
: {{Qud text|&amp;GStep 1a}} - Each individual roll within the triplet works as follows (let's call each roll a '''''singlet'''''):
: {{Qud text|&amp;GStep 1a}} - Each individual roll within the triplet works as follows (let's call each roll a '''''singlet'''''):
::{{Qud text|&amp;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|&amp;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|&amp;GStep 1a.ii}} - Add the attacker's PV value to the total roll calculated in {{Qud text|&amp;gStep 1a.i|unbolded}}.
:: {{Qud text|&amp;GStep 1a.ii}} - Calculate the '''maximum possible PV''' (what the attacker's PV would be without a Strength bonus cap on their weapon) for the weapon. Then, reduce it to the internal PV of the weapon (what is displayed minus 4) if it is greater. Add this value to the roll calculated in {{Qud text|&amp;gStep 1a.i|unbolded}}.
:: {{Qud text|&amp;GStep 1a.iii}} - Note whether the total PV roll from {{Qud text|&amp;gStep 1a.ii|unbolded}} is greater than the target's AV.
:: {{Qud text|&amp;GStep 1a.iii}} - Note whether the total result from {{Qud text|&amp;gStep 1a.ii|unbolded}} is greater than the target's AV.
:{{Qud text|&amp;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|&amp;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|&amp;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 '''maximum possible PV''' by 2, return to {{Qud text|&amp;gStep 1|unbolded}}, and perform another '''''triplet''''' of rolls to determine if the attack penetrates an additional time. ''(Continue this loop, reducing '''maximum possible PV''' by 2 each time, until at least one '''''singlet''''' fails to roll higher than the target's AV.)''


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>
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>
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==Penetration vs. AV Chart==
==Penetration vs. AV Chart==
The following chart shows the chances to penetrate against a creature depending on the relative value of attacker's PV versus the target's AV. Keep in mind that this chart corresponds to the internal PV value of a weapon. For example, the internal PV of a '''{{PV}}7''' weapon is '''3''', so a '''{{PV}}7''' weapon versus a creature with '''{{AV}}2''' would correspond to the '''+1 PV''' column of this chart. Similarly, the internal PV of a '''{{PV}}4''' weapon is '''0''', so a '''{{PV}}4''' weapon versus a creature with '''{{AV}}4''' would correspond to the '''-4 PV''' column of this chart.
The following chart shows the chances to penetrate against a creature depending on the relative value of attacker's PV versus the target's AV. Keep in mind that this chart corresponds to the internal PV value of a weapon. For example, the internal PV of a '''{{PV}}7''' weapon is '''3''', so a '''{{PV}}7''' weapon versus a creature with '''{{AV}}2''' would correspond to the '''+1 PV''' column of this chart. Similarly, the internal PV of a '''{{PV}}4''' weapon is '''0''', so a '''{{PV}}4''' weapon versus a creature with '''{{AV}}4''' would correspond to the '''-4 PV''' column of this chart.
In other words, when using this chart, assume the weapon has 4 less penetration than shown in the game UI.


Once your PV equals or exceeds the target's AV, each +2 extra PV will ensure one additional penetration against the target.
Once your PV equals or exceeds the target's AV, each +2 extra PV will ensure one additional penetration against the target.
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| {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}}  
| {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}}  
| style="background:rgba(108,180,122,0.06);" | {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}} || 0.02% || 0.3% || 2.1% || 8.7% || 21.9% || 47.9% || 70.9% || 99.2% || 99.9% || 100%
| style="background:rgba(108,180,122,0.06);" | {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}} || {{Color|K|< 0.001%}} || 0.02% || 0.3% || 2.1% || 8.7% || 21.9% || 47.9% || 70.9% || 99.2% || 99.9% || 100%
|-
! Average # Of Penetrations
| 0.5 || 0.664 || 0.815 || 0.958 || 1.112 || 1.301
| style="background:rgba(108,180,122,0.06);" | 1.561 || 1.948 || 2.561 || 2.948 || 3.561 || 3.948 || 4.561 || 4.948 || 5.561 || 5.948 || 6.561 || 6.948 || 7.561
|}
|}


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