Difference between revisions of "Accuracy (Game Mechanics)"
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+ | #3 Chance to Hit Stage(A.K.A. Accuracy): | ||
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+ | 1. Variables | ||
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+ | AccMod = Accuracy Modifiers based modifiers from Attachments and Skills. | ||
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+ | DefMod = Defense Modifiers based on Ranged Defense or Melee Defense Attachments and Skills. This is primary defense. | ||
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+ | AtkPosMod = Attackers Posture Modifiers based on Standing +0, Crouching +16, Prone +50, and Running -50 | ||
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+ | DefPosMod = Defenders Posture Modifiers based on Standing +0, Crouching -16 vs. ranged or +16 vs. melee, Prone -25 vs. Ranged or +25 vs. melee, Hmm, Running -25 Maybe | ||
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+ | AtkStateMod = Attackers modifiers for being dizzy, stunned or blind. * | ||
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+ | DefStateMod= Defenders modifiers for being dizzy, stunned, or blind. * | ||
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+ | *NOTE: Currently the numbers are not known at this time so I use -25 to Hit if Attacker has states applied and +25 if defender has states applied | ||
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+ | RngAcc = Weapon Accuracy at a specified Range. | ||
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+ | AimShot = Bonus from General Ranged Aiming Modifier | ||
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+ | CovMod = Defense Modifiier for cover ability given to riflemen | ||
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+ | AbilMod = Ability modifier depending on attack special ability chosen to perform** | ||
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+ | **NOTE: Currently these numbers are unknown | ||
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+ | 2. RngAcc Formula | ||
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+ | ----------------------------------------------- | ||
+ | @ Star Wars Wiki | ||
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+ | RngAcc = | ||
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+ | PointBlank(PB)Mod+[(Current-PB)/(Long-PB)] x (LongRangeMod – PBMod) | ||
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+ | 3. Current Formula from Star Wars Wiki | ||
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+ | ---------------------------------------------- | ||
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+ | ToHit=[66+(AccMod-DefMod+RngAcc-DefPosMod+AimShot-CovMod***)/2 | ||
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+ | +AtkPosMod+AbilMod+AtkStateMod****+DefStateMod] | ||
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+ | ***NOTE: I added cover modifiers into the formula where I felt they were appropriate | ||
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+ | ****NOTE: I added Atk State Modifiers to this since it does seem to effect the to hit chance. | ||
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* Target's state effects ("State"); some states make your target easier to hit. Details below. | * Target's state effects ("State"); some states make your target easier to hit. Details below. | ||
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+ | Note: there are some additional factors that the author didnt cover such as: | ||
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+ | 1. Target Movement | ||
+ | 2. Player Movement | ||
+ | 3. Take Cover Bonuses | ||
[edit] | [edit] | ||
Accuracy equation | Accuracy equation |
Revision as of 07:58, 25 February 2009
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Game Mechanics - Mechanics Category
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Accuracy
1. Variables AccMod = Accuracy Modifiers based modifiers from Attachments and Skills.
DefMod = Defense Modifiers based on Ranged Defense or Melee Defense Attachments and Skills. This is primary defense.
AtkPosMod = Attackers Posture Modifiers based on Standing +0, Crouching +16, Prone +50, and Running -50
DefPosMod = Defenders Posture Modifiers based on Standing +0, Crouching -16 vs. ranged or +16 vs. melee, Prone -25 vs. Ranged or +25 vs. melee, Hmm, Running -25 Maybe
AtkStateMod = Attackers modifiers for being dizzy, stunned or blind. *
DefStateMod= Defenders modifiers for being dizzy, stunned, or blind. *
RngAcc = Weapon Accuracy at a specified Range.
AimShot = Bonus from General Ranged Aiming Modifier
CovMod = Defense Modifiier for cover ability given to riflemen
AbilMod = Ability modifier depending on attack special ability chosen to perform**
2. RngAcc Formula @ Star Wars Wiki RngAcc = PointBlank(PB)Mod+[(Current-PB)/(Long-PB)] x (LongRangeMod – PBMod)
3. Current Formula from Star Wars Wiki ToHit=[66+(AccMod-DefMod+RngAcc-DefPosMod+AimShot-CovMod***)/2 +AtkPosMod+AbilMod+AtkStateMod****+DefStateMod]
Note: there are some additional factors that the author didnt cover such as: 1. Target Movement 2. Player Movement 3. Take Cover Bonuses [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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