Thrown weapon combat: Difference between revisions

140 bytes added ,  18:42, 14 November 2020
m
no edit summary
mNo edit summary
mNo edit summary
Line 43: Line 43:


== 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. 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, the game determines whether the weapon hits the creature by making an agility check using the thrower's agility:
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:
* 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/LES55099 throw hit logic simulation]</ref>:
** Thrower Agility 10: 80%
** Thrower Agility 10: 80%
** Thrower Agility 12: 84%
** Thrower Agility 12: 84%
Line 54: Line 53:
** Thrower Agility 25: 92%
** Thrower Agility 25: 92%
** Thrower Agility 34: 94%
** Thrower Agility 34: 94%
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 =