Difference between revisions of "Accuracy (Game Mechanics)"
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What on earth does this image mean? Look at the difference between the gradient from Min to Ideal and from Ideal to Max. The latter gradient transitions from black (high chance) to white (low chance) much more quickly than the first. Thus, the same change in distance results in a much greater loss in accuracy when you're past this ideal range than if you're in front of it. Put another way, if at 45m your accuracy is +60, your accuracy at 35m might be +50 and your accuracy at 55m might be +30. This is all assuming your point-blank and maximum range modifiers are close to equal, which is the case for nearly all weapons in Galaxies. | What on earth does this image mean? Look at the difference between the gradient from Min to Ideal and from Ideal to Max. The latter gradient transitions from black (high chance) to white (low chance) much more quickly than the first. Thus, the same change in distance results in a much greater loss in accuracy when you're past this ideal range than if you're in front of it. Put another way, if at 45m your accuracy is +60, your accuracy at 35m might be +50 and your accuracy at 55m might be +30. This is all assuming your point-blank and maximum range modifiers are close to equal, which is the case for nearly all weapons in Galaxies. | ||
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==Source References== | ==Source References== |
Revision as of 07:40, 25 February 2009
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Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
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AccuracyYour weapon accuracy depends on 8 variables (values that affect the outcome of an equation):
[edit] Accuracy equation The percent chance of a given attack hitting your target, "ToHit," is calculated as follows:
Weapon accuracies have three main components:
Each range value also has a modifier associated with it. This modifier gives the Accuracy mod we need in the above equation whenever your character is firing from exactly that range. Unfortunately, we are rarely so precise, and so we need a way to determine what our real accuracy value is. This requires two steps. First, imagine your current range from your target as a slider that moves back and forth on a line, where the line has markers for your point-blank, ideal, and maximum ranges. Here is such a slider for an imaginary weapon:
As is evident from the accuracy equation, your chance to hit a target is a direct competition between your weapon accuracy and your opponent's defenses. With every point increase in your accuracy skill (or the accuracy of your weapon), you gain a 0.5% increase in your chance to hit any given target. However, every point your target has in Ranged or Melee Defense decreases your chance to hit by 0.5%. Thus, it is important to maximize your accuracy mods while taking on opponents with a defense lower than your accuracy. Attacking such an opponent will guarantee at least a 66% chance to hit with your attacks, provided you are both standing. How big an effect does your range have upon your final accuracy? It depends greatly on your weapon's ideal range modifier. A high ideal mod can be an enormous boost to your chance to hit; similarly, a negative (or low positive) mod can seriously hurt your chances. In general, you always want to be exactly at your ideal range from your target. Unfortunately, few combat situations allow us to always maintain our ideal range. Is it better to be closer or further than your ideal range from your target? That also depends on your specific ideal range. If your ideal range is lower than 32m, it's better to be further away; if your range is greater than 32m, it's best to be closer to your target. Why is that? Following is an image demonstrating our imaginary weapon's relative chance to hit at various ranges. Darker areas represent higher chances to hit; thus, the black area is the ideal range for the weapon:
Source References
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