Thrown weapon combat: Difference between revisions

612 bytes added ,  17:40, 14 November 2020
add some more detail
(WIP - discovered several bugs so I will probably wait to finish this page until they are (hopefully) fixed)
(add some more detail)
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Angular variance is calculated by:
Angular variance is calculated by:
# Taking a random number from -10° to 10°
# Taking a random number from -10° to 10°
# Then:
# Adjusting that number toward zero based on the thrower's agility modifier.
#* If the number is positive, the thrower's agility modifier is subtracted from the result.
#* If the number is positive, the thrower's agility modifier is subtracted from the result, to a minimum of 0
#* If the number is negative, the thrower's agility modifier is added to the result.
#* If the number is negative, the thrower's agility modifier is added to the result, to a maximum of 0
#* 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 the targeted location is less than or equal to the maximum throwing range as calculated above, and the thrower has the '''parabolic muscular subroutine''' installed, or the '''Deft Throwing''' skill, the angular variance will then be further reduced:
 
** If the thrower has a '''parabolic muscular subroutine''' installed, angular variance is always set to 0° (ensuring that the throw will be 100% accurate)
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.
** If the thrower has the '''Deft Throwing''' skill, the angular variance is divided by 2.


== Hit Mechanics ==
== Hit Mechanics ==
Unlike melee weapon attacks and ranged weapon attacks, thrown objects cannot be [[DV|dodged]]. The analogue to dodging in thrown weapon combat is simply the variability with regard to range and accuracy. Since most creatures do not have a method of ensuring 100% throw accuracy (such as a {{qud text|&Yparabolic muscular subroutine}}), there is a reasonable chance for most throw attempts to miss.
Unlike melee weapon attacks and ranged weapon attacks, thrown objects cannot be [[DV|dodged]]. The analogue to dodging in thrown weapon combat is simply the variability with regard to range and accuracy. Since most creatures do not have a method of ensuring 100% throw accuracy (such as a {{qud text|&Yparabolic muscular subroutine}}), there is a reasonable chance for most throw attempts to miss.
If a thrown weapon ultimately lands in the same cell as a creature, the game determines whether the weapon hits the creature by making an agility check using the thrower's agility:
* The game rolls '''1dA''', where '''A''' is the thrower's full [[Agility]] stat value. If the game rolls the maximum value, it rolls again and continues adding to that value. If the final result is 3 or greater, the thrown weapon hits the target. This roughly translates to the following approximate agility-based hit chances<ref>[https://rextester.com/TEAR29442 throw hit logic simulation]</ref>:
** Thrower Agility 10: 90%
** Thrower Agility 12: 92%
** Thrower Agility 14: 93%
** Thrower Agility 17: 94%
** Thrower Agility 20: 95%
** Thrower Agility 25: 96%
** Thrower Agility 34: 97%
Players with high throw accuracy can use the fact that throwing ignores [[DV]] to their advantage to hit enemies that otherwise have extremely high dodge values, such as {{favilink|crypt ferret|plural}}.


= Thrown Weapon Interactions with Melee Skills and Combat =
= Thrown Weapon Interactions with Melee Skills and Combat =