Thrown weapon combat: Difference between revisions

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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. 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}}.
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. 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}}.


If a thrown weapon ultimately lands in the same cell as a creature, it will have a high chance of hitting it. However, there is still a small chance of missing the target, dependent on the thrower's Agility. The base probability for this is determined by the game rolling '''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/LES55099 throw hit logic simulation]</ref>, though these values can also be adjusted by other factors in game:<ref>''This particular failure mechanic is not well understood. The "other factors" seem to reduce the chance of missing dependent on target and other details. More research is likely required.''</ref>
If a thrown weapon ultimately lands in the same cell as a creature, it will have a high chance of hitting it. However, there is still a small chance of missing the target, dependent on the thrower's Agility.<ref name="PerformThrow" /> The base probability for this is determined by the game rolling '''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/LES55099 throw hit logic simulation]</ref>, though these values can be modified by other factors in game:<ref>''This particular failure mechanic is not well understood. The "other factors" seem to reduce the chance of missing dependent on target and other details. More research is likely required.''</ref>
** Thrower Agility 10: 80%
* Thrower Agility 10: 80%
** Thrower Agility 12: 84%
* Thrower Agility 12: 84%
** Thrower Agility 14: 86%
* Thrower Agility 14: 86%
** Thrower Agility 17: 88%
* Thrower Agility 17: 88%
** Thrower Agility 20: 90%
* Thrower Agility 20: 90%
** Thrower Agility 25: 92%
* Thrower Agility 25: 92%
** Thrower Agility 34: 94%
* Thrower Agility 34: 94%
 
== Penetration and Damage ==
 
=== Penetration ===
Dedicated thrown weapons show a penetration value in their displayname (such as the {{favilink|large boulder|possessive}} '''{{PV}}16'''). This value is the weapon's maximum possible penetration, or '''''throwing penetration cap'''''. However, the actual throwing penetration of the weapon will depend upon the thrower's strength. For the purposes of in-game display, penetration will always equal 5 at minimum, and will be increased by the thrower's [[Attributes#Attribute_Modifiers|Strength modifier]] up to, but not exceeding, the weapon's throwing penetration cap.<ref name="PerformThrow" />
 
Any object that is not a dedicated thrown weapon will have the equivalent of a '''{{PV}}6''' throwing penetration cap. For example, if you throw {{favilink|fish jerky}} at your target, it has a default throwing penetration of 5 and can be increased to 6 if you have a Strength modifier of +1 or greater.<ref name="PerformThrow" />
 
'''Important Note:''' Similar to melee weapons, for purposes of internal penetration calculations in the game engine, the penetration value displayed in the UI is reduced by 4 (so, in the case of the '''large boulder''', it's internal penetration can vary from 1 up to 12 if the thrower has a Strength modifier of +11).
 
=== Damage ===


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