Weak Spotter: Difference between revisions

From Caves of Qud Wiki
Jump to navigation Jump to search
(That was intentional. The MissileWeapon.cs code checks if (NaturalHitResult + 4 >= 20). This means that even a roll of 16 will crit. Undo revision 41496 by 70.77.211.3 (talk))
(updated for latest patch)
Line 3: Line 3:
| req=19 Agility
| req=19 Agility
| cost=150
| cost=150
| desc=You score critical hits with pistols twice as often.
| desc=You are 5% more likely to score critical hits with pistols (standard chance is 5%).
| id=Pistol_WeakSpotter
| id=Pistol_WeakSpotter
}}
}}
Doubles the [[critical hit|crit chance]] of pistols (adding +1 to the 1d20 roll if the pistol is not [[masterwork]], and adding +3 to the 1d20 roll, to a total of 4, if the pistol is masterwork).
This skill reduces the 1d20 roll needed to achieve a critical hit by 1. With no other modifiers, this enables scoring a critical hit on a roll of 19 or 20, for a total critical hit chance of 10%.{{Code Reference|namespace=XRL.World.Parts.Skill|class=Pistol_WeakSpotter}} When combined with [[masterwork]], this results in a total critical hit chance of 15%{{Code Reference|class=ModMasterwork}}{{Code Reference|namespace=XRL.World|class=GetCriticalThresholdEvent}}


In actuality, this skill slightly ''more than doubles'' the crit chance when combined with the [[Masterwork]] mod.{{Code Reference|class=MissileWeapon|method=MissileHit|comment=When combined with Masterwork, WeakSpotter actually slightly more than doubles the crit chance due to the way the calculation is coded in this method.}}
For more information about critical hits, refer to the [[critical hit]]s page.
 
== Skill and Mod Interactions ==
 
{| class="wikitable"
! Skills
! Crit Condition
! Crit Chance
|-
| {{qud text|&KWeapon not masterwork}}
{{qud text|&KWeak Spotter not known}}
| roll a natural '''20''' on 1d20 hit roll
| 5%
|-
| {{qud text|Weapon is masterwork}}
{{qud text|&KWeak Spotter not known}}
| roll a natural '''19''' or '''20''' on 1d20 hit roll
| 10%
|-
| {{qud text|&KWeapon not masterwork}}
{{qud text|Weak Spotter known}}
| roll a natural '''19''' or '''20''' on 1d20 hit roll
| 10%
|-
| {{qud text|Weapon is masterwork}}
{{qud text|Weak Spotter known}}
| roll a natural '''16''', '''17''', '''18''', '''19''', or '''20''' on 1d20 hit roll
| 25%
|}


== Tips ==
== Tips ==
{{Opinion}}
{{Opinion}}
* Very powerful when combined with masterwork {{favilink|chain pistol|plural}}, due to their high rate of fire.
* Powerful when combined with masterwork {{favilink|chain pistol|plural}}, due to their high rate of fire.


{{references|2.0.201.60}}
== Trivia ==
* In older versions of {{gamename}}, the combination of [[masterwork]] and [[Weak Spotter]] resulted in a 25% critical hit chance. This was reduced in patch {{Patch|2.0.201.70}}.<ref>[https://cavesofqud.gamepedia.com/Weak_Spotter?oldid=41497 previous wiki page description]</ref>


{{references|2.0.201.70}}
{{Skills and Powers Navbox}}
{{Skills and Powers Navbox}}

Revision as of 17:53, 20 February 2021

Weak Spotter
Skill Tree

Pistol

Cost

150 sp

Requirements

19 Agility

ID

Pistol_WeakSpotter

You are 5% more likely to score critical hits with pistols (standard chance is 5%).

This skill reduces the 1d20 roll needed to achieve a critical hit by 1. With no other modifiers, this enables scoring a critical hit on a roll of 19 or 20, for a total critical hit chance of 10%.[1] When combined with masterwork, this results in a total critical hit chance of 15%[2][3]

For more information about critical hits, refer to the critical hits page.

Tips

This section is opinion-based. Your mileage may vary.
  • Powerful when combined with masterwork chain pistols, due to their high rate of fire.

Trivia

References

This information is reliable as of patch 2.0.201.70.
  1. XRL.World.Parts.Skill.Pistol_WeakSpotter
  2. XRL.World.Parts.ModMasterwork
  3. XRL.World.GetCriticalThresholdEvent
  4. previous wiki page description