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* It is possible in some cases for aim variance to offset weapon variance in a way that is beneficial to the overall accuracy of the shot. For example, a blast cannon may roll -18° for weapon variance and then have an aim variance of 17°. If the game randomly chooses to add the aim variance to the weapon variance, it would result in a near-perfect shot (-1° total angular variance). On the other hand, if the game randomly chooses to subtract the aim variance from the weapon variance, it would result in a total angular variance of -35°. | * It is possible in some cases for aim variance to offset weapon variance in a way that is beneficial to the overall accuracy of the shot. For example, a blast cannon may roll -18° for weapon variance and then have an aim variance of 17°. If the game randomly chooses to add the aim variance to the weapon variance, it would result in a near-perfect shot (-1° total angular variance). On the other hand, if the game randomly chooses to subtract the aim variance from the weapon variance, it would result in a total angular variance of -35°. | ||
* Because the [[scoped]] mod affects only aim variance (not weapon variance), it has limited usefulness to characters who already have very high Agility and supporting skills/cybernetics. If aim variance has already been reduced to 0 by other factors, the scoped mod will have no functional effect. You can test your character's aim variance by using a weapon that has 0 accuracy, such as the {{favilink|sniper rifle}}, {{favilink|nullray pistol}}, or {{favilink|arc cannon}}. If all of your shots with that weapon hit a far away target without missing, your aim variance is already 0 (or near enough to zero) that [[scoped]] will not be useful to you on ''any'' weapon. | * Because the [[scoped]] mod affects only aim variance (not weapon variance), it has limited usefulness to characters who already have very high Agility and supporting skills/cybernetics. If aim variance has already been reduced to 0 by other factors, the scoped mod will have no functional effect. You can test your character's aim variance by using a weapon that has 0 accuracy, such as the {{favilink|sniper rifle}}, {{favilink|nullray pistol}}, or {{favilink|arc cannon}}. If all of your shots with that weapon hit a far away target without missing, your aim variance is already 0 (or near enough to zero) that [[scoped]] will not be useful to you on ''any'' weapon. | ||
= List of Missile Weapons = | |||
<div style="display:flex;flex-wrap:wrap;"> | |||
<div style="margin-right: 2.5em;"> | |||
=== Pistols === | |||
{{#cargo_query:tables=ItemsTable=IT,MissileWeaponData=MWD | |||
| join on=MWD.JoinKey=IT.JoinKey | |||
| fields=CONCAT('{{((}}favilink id{{!}}',CONCAT(IT.ObjectID),'{{))}}')=Weapon,CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV,CONCAT(CASE WHEN IT.Damage IS NOT NULL THEN CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}') ELSE 'ammo-based' END)=Damage | |||
| where=IT.Skill='Pistol' AND MWD._pageName NOT LIKE 'Data:%' | |||
| order by=IT.MaxPV DESC,IT.Damage DESC | |||
| format=table | |||
}} | |||
=== Bows === | |||
{{#cargo_query:tables=ItemsTable=IT,MissileWeaponData=MWD | |||
| join on=MWD.JoinKey=IT.JoinKey | |||
| fields=CONCAT('{{((}}favilink id{{!}}',CONCAT(IT.ObjectID),'{{))}}')=Weapon,CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV,CONCAT(CASE WHEN IT.Damage IS NOT NULL THEN CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}') ELSE 'ammo-based' END)=Damage | |||
| where=IT.Skill='Bow and Rifle' AND MWD.AmmoName = 'arrow' AND MWD._pageName NOT LIKE 'Data:%' | |||
| order by=IT.MaxPV DESC,IT.Damage DESC | |||
| format=table | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
=== Rifles === | |||
{{#cargo_query:tables=ItemsTable=IT,MissileWeaponData=MWD | |||
| join on=MWD.JoinKey=IT.JoinKey | |||
| fields=CONCAT('{{((}}favilink id{{!}}',CONCAT(IT.ObjectID),'{{))}}')=Weapon,CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV,CONCAT(CASE WHEN IT.Damage IS NOT NULL THEN CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}') ELSE 'ammo-based' END)=Damage | |||
| where=IT.Skill='Bow and Rifle' AND MWD.AmmoName <> 'arrow' AND MWD._pageName NOT LIKE 'Data:%' | |||
| order by=IT.MaxPV DESC,IT.Damage DESC | |||
| format=table | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
=== Heavy Weapons === | |||
{{#cargo_query:tables=ItemsTable=IT,MissileWeaponData=MWD | |||
| join on=MWD.JoinKey=IT.JoinKey | |||
| fields=CONCAT('{{((}}favilink id{{!}}',CONCAT(IT.ObjectID),'{{))}}')=Weapon,CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV,CONCAT(CASE WHEN IT.Damage IS NOT NULL THEN CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}') ELSE 'ammo-based' END)=Damage | |||
| where=IT.Skill='Heavy Weapon' AND MWD._pageName NOT LIKE 'Data:%' | |||
| order by=IT.MaxPV DESC,IT.Damage DESC | |||
| format=table | |||
}} | |||
</div> | |||
</div> | |||
= References = | = References = |