Thrown weapon combat: Difference between revisions

1,288 bytes added ,  16:04, 8 November 2020
WIP - discovered several bugs so I will probably wait to finish this page until they are (hopefully) fixed
(Work In Progress)
 
(WIP - discovered several bugs so I will probably wait to finish this page until they are (hopefully) fixed)
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Certain items are specifically designed for throwing. These [[:Category:Thrown Weapons|thrown weapons]] will often have higher penetration and deal more damage or cause special effects when thrown. See the [[#List_of_Thrown_Weapons|List of Thrown Weapons]] section below for a full list of thrown weapons.
Certain items are specifically designed for throwing. These [[:Category:Thrown Weapons|thrown weapons]] will often have higher penetration and deal more damage or cause special effects when thrown. See the [[#List_of_Thrown_Weapons|List of Thrown Weapons]] section below for a full list of thrown weapons.


Some items, like grenades and tonics, are designed as thrown weapons, but most of their damage is actually caused by scripted effects. The actual thrown combat hit will do little damage compared to the other effects that these items cause. Other items, such as the {{favilink|throwing axe}} or {{favilink|large boulder}}, are specifically designed to deal high damage when used in thrown weapon combat.
Some items, like grenades and tonics, are designed as thrown weapons, but most of their damage is caused by scripted effects. The actual thrown combat hit itself will do little damage compared to the other effects that these items cause. Other items, such as the {{favilink|throwing axe}} or {{favilink|large boulder}}, are specifically designed to deal high damage when used in thrown weapon combat.


= Overview =
= Overview =
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This maximum throwing range can be further increased by any of the following:
This maximum throwing range can be further increased by any of the following:
* [[Deft Throwing]]: Increases your overall throwing range by 3.
* [[Deft Throwing]]: Increases maximum throwing range by 3.
* {{favilink|parabolic muscular subroutine}}: Increases your overall throwing range by 2.
* {{favilink|parabolic muscular subroutine}}: Increases maximum throwing range by 2.
* [[Airfoil]] mod: Increases a specific item's throwing range by 4.
* [[Airfoil]] mod: Increases a ''specific item's'' throwing range by 4.


== Accuracy ==
== Accuracy (Aim Variance) ==
If the player has the {{qud text|&Yparabolic muscular subroutine}} installed, and the target is within the maximum throwing range as calculated above, the throw will have 100% accuracy.


Otherwise, accuracy is determined as follows:
=== Distance Variance ===
* The selected throw target distance is adjusted by {{dice tooltip|1d3-2}} cells.
If both of the following are true, the throw will always go the intended distance:
** This means that, if you aim directly at your target, there is always a 33% chance of the thrown object stopping 1 tile short. It may be preferable to aim one tile beyond your target to improve the chance of hitting it. NPCs will not be smart enough to overcome this limitation.
* The targeted location is less than or equal to the maximum throwing range as calculated above.
* The thrower has the '''parabolic muscular subroutine''' installed, or the '''Deft Throwing''' skill.


{{Missing info| This is a work in progress. Additional information (such as details about Aim Variance) will be added soon.}}
Otherwise, the throw distance will be adjusted by {{dice tooltip|1d3-2}} cells. This means that, there is a 33% chance for the thrown object to stop one tile short of the target. For this reason, for players without the '''parabolic muscular subroutine''' or '''Deft Throwing''', it is preferable to aim one cell ''beyond'' the target to improve the chance of hitting it. NPCs will not be smart enough to overcome this limitation.
 
=== Angular Variance ===
 
Angular variance is calculated by:
# Taking a random number from -10° to 10°
# Then:
#* If the number is positive, the thrower's agility modifier is subtracted from the result.
#* If the number is negative, the thrower's agility modifier is added to the result.
#* If the number is zero, do nothing.
 
{{Missing info|The calculation described above is accurate as of patch 2.0.201.49, but it appears to be unintended. For example, an extremely high agility modifier, like +40, will actually make your angular variance much worse, rather than improving it. This may need to be updated if the [https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/2736 associated bug report] is addressed.}}
 
If both of the following are true, the angular variance will then be further reduced:
* The targeted location is less than or equal to the maximum throwing range as calculated above.
* The thrower has the '''parabolic muscular subroutine''' installed, or the '''Deft Throwing''' skill.
** If the thrower has a '''parabolic muscular subroutine''' installed, angular variance is set to 0° (ensuring that the throw will be 100% accurate)
** If the thrower has the '''Deft Throwing''' skill, the angular variance is divided by 2.


== Hit Mechanics ==
== Hit Mechanics ==