Difference between revisions of "Steady Aim (Ability)"

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(Ability Breakdown & Details)
(Formula(s))
Line 159: Line 159:
  
 
==Formula(s)==
 
==Formula(s)==
 +
<br>
 +
<br>
  
* '''1 + 1 = 3'''
 
  
* '''2 - 2 + 2 = 3'''
+
 
 +
<font size="6">'''I. Chance to Hit Stage</font>
 +
 
 +
 
 +
                                          <font size="4">'''1. Variables'''</font>
 +
 
 +
 
 +
 
 +
'''1. AccMod = Accuracy from skill modifiers. from Attachments.'''
 +
 
 +
 
 +
 
 +
'''2. DefMod = Defense Modifiers based on Ranged Defense or Melee Defense Attachments and Skills. This is primary defense.  This is the total sum of the ranged or melee defenses coming from all factors.'''
 +
 
 +
 
 +
 
 +
'''3. AtkPosMod = Attackers Posture Modifiers based on Standing +0, Crouching +16, Prone +50, and Running -50.  The attacker gains or loses accuracy depending on what posture they have assumed.'''
 +
 
 +
 
 +
'''4. DefPosMod = Defenders Posture Modifiers based on Standing +0, Crouching -16 vs. ranged or +16 vs. melee, Prone -25 vs. Ranged or +25 vs. melee, Running -25 to be hit by ranged or melee'''
 +
 
 +
 
 +
 
 +
'''5. AtkStateMod = Attackers modifiers for being blind or intimidated. Example of Attacker modifier would be -50 signifying that the attacker suffers a penalty to accuracy.  Intimidate and Blind state penalties are unknown factors but it is estimated to be -50 penalty to the hit chance.'''
 +
 
 +
 
 +
 
 +
'''6. DefStateMod = Defenders modifiers for being stunned, or intimidated . Example of Defender Modifier would be +50 signifying the defender being easier to hit. Stunned and intimidate factors are unknown but it is estimated that they lower primary (melee and ranged) defenses by -50'''
 +
 
 +
 
 +
 
 +
'''7. WeapAcc = Weapon Accuracy at a specified Range.  '''
 +
 
 +
 
 +
 
 +
'''8. AimShot = Yhe sum of your General Ranged Aiming, and weapon-specific Aiming mods. Only applies if you use Aim prior to your attack.'''
 +
 
 +
 
 +
 
 +
'''9. CovMod = Defense Modifiier for the take cover ability'''
 +
 
 +
 
 +
 
 +
'''10. AbilMod = Ability modifier depending on attack special ability chosen to perform. This is the innate accuracy bonus in special abilities'''
 +
 
 +
 
 +
 
 +
 
 +
 
 +
                                      <font size="4">'''How to Calculate WeapAcc'''</font>
 +
 
 +
 
 +
The complex nature of weapon accuracies in Star Wars Galaxies makes it difficult to calculate your weapon's accuracy at a given range. But we'll try, anyway.
 +
 
 +
Weapon accuracies have three main components:
 +
 
 +
* Point-blank range specifies the minimum range of your weapon.
 +
* Ideal range specifies the "sweetspot" range for your weapon; this range is specific to each type of weapon (i.e. all DH17 Carbines have the same ideal range). You will always fire with maximum accuracy at your ideal range.
 +
* Maximum range specifies the furthest you can be from your target and still be able to fire. For ranged weapons, this is usually 64m.
 +
 
 +
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:
 +
 
 +
{|
 +
|-
 +
||
 +
[[image:Rangemods.png|600px|thumb|Intimidate in action]]
 +
|}
 +
 
 +
 
 +
 
 +
Now, determine where on this slider your current range lies. Let's imagine our target is 33m away; thus, we are between our minimum and ideal ranges. Were our target 58m away, we would be between ideal and maximum ranges. In both cases, we refer to the lower range value (minimum range in the first example) as the "small range", and the higher range value (ideal range in the first example) as "big range." To determine our final accuracy, we must interpolate between the small range and big range based on where our current range lies on the above slider. To do so, use the following equation, where "Current" is your current range from the target, and "BigRange," "SmallRange," "BigMod," and "SmallMod" all refer to the distance and modifier values at your small and big ranges.
 +
 
 +
 
 +
{|
 +
|-
 +
||
 +
[[image:Rangecalc.png|700px|thumb|Intimidate in action]]
 +
|}
 +
 
 +
 
 +
As a quick example, let's go back to the above imaginary weapon, with our target at 35m. Our calcualation comes out thus:
 +
 
 +
 
 +
{|
 +
|-
 +
||
 +
[[image:Accexample.png|700px|thumb|Intimidate in action]]
 +
|}
 +
 
 +
 
 +
So our weapon accuracy at 35m is +40.
 +
 
 +
 
 +
                                        <font size="4">'''Analysis'''</font>
 +
 
 +
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:
 +
 
 +
 
 +
{|
 +
|-
 +
||
 +
[[image:Accgradient.png|700px|thumb|Intimidate in action]]
 +
|}
 +
 
 +
 
 +
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.
 +
 
 +
 
 +
 
 +
 
 +
 
 +
<font size="6">'''II. To-Hit Chance</font>
 +
 
 +
 
 +
This is the final chance to hit a target.
 +
 
 +
 
 +
Original Equation: 
 +
 
 +
 
 +
'''ToHit = ( 66 + ( AccMod - DefMod + WeapAcc - DefPosMod + AimShot ) / ( 2 + ( AtkPosMod + AbilMod ) )'''
 +
 
 +
 
 +
 
 +
 
 +
Modified Equation to include Cover and State modifiers:
 +
 
 +
 
 +
'''ToHit = ( 66 + ( AccMod - DefMod + WeapAcc - DefPosMod + AimShot - CovMod ) /  (2 + ( AtkPosMod + AbilMod + AtkStateMod + DefStateMod ) )'''
  
 
==Source References==
 
==Source References==

Revision as of 12:52, 18 September 2007

Ability - Steady Aim

SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.

Description

/steadyaim: This Squad Leader command increases the chance for the party member's next shots to hit their target. This ability costs more or less pool points based on how many people are in the party at the time the ability is used. Use the /setsteadyaim <message> command to set what the Squad Leader shouts when they use this command.

Command: /steadyaim


CommandQueue Entry: steadyaim (A5BDBBA6)

System Message at Top
Steady Aim flytext



Related Tags

0% This document has not been started.

Ability This document relates to Player Abilities.

Squad Leader This document is related to the Squad Leader Profession.

Ability Breakdown & Details

This ability gives group members a to-hit bonus on their next shot.


Q. How does Steady Aim work? I've tested with 2 people shooting a flag with +7 to hit displayed, and use /steadyaim. I see all the messages, but the to-hit number stays +7


A. The reason you don't see any change in the "to hit" number is because, unlike /aim, /steadyaim is not a round based move...it's something of a timing problem. If you hit /steadyaim during the downtime of a shot, they get the bonus added, if you do it while they are shooting, they get no real bonus...the only effective way to use this skill is to spam it.. Steady Aim lasts one combat round. if you can time it right, your group members can use specials with this. SteadyAim works just like using the aim command that Marksman have It works without a range. As long as your partymember is on the planet they receive this bonus. Steady Aim works with ALL weapons.

Q. Does the Steadyaim command work as a combat command, and therefore show up in the combat queue?

A. Yes. It goes in your combat queue, can be cancelled through /clearCombatQueue, and does not interrupt your group mates in any way.

Steady Aim is on a 5 second delay

Steady Aim does not work with creature pets but does however work with npc faction pets.

Accuracy from steady aim stacks with rally and other accuracy enhancing abilities.


No information was obtained about steadyaim accuracy bonus so the following is just a recommendation.

Steadyaim accuracy bonus : 50


Ability Flow

<graphviz> digraph G {

       rankdir = LR;
       node [shape=record, width=.2, height=.2];
       node [width=1];
       node1 [color="#929292", label = "Step 01", style="bold", fontname="arial", fontcolor="#929292", URL="Test101"];
       node2 [color="orange", label = "Step 02", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test102"];
       node3 [color="orange", label = "Step 03", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test101"];
       node1 -> node2:w [color="#929292"];
       node2:w -> node3:e [color="#515FCA", constraint=false];

} </graphviz>

System Messages

ID Path Filename Trigger Message
steadyaim_buff /string/en/ cbt_spam.stf internal_command_string Your squad leader directs you to aim carefully.

SUI Prompt

Combat Chat Spam

ID Path Filename Trigger Player Message1 Player Message2 Other Player's Message

ID Value

/path/goes/here/

filename.stf

internal_command_string

System Message Text

test

test3

Fly Text

ID Path Filename Trigger Message
go_steady /string/en/ combat_effects.stf internal_command_string +Steady+
go_steadied /string/en/ combat_effects.stf internal_command_string +Steady+

Formula(s)




I. Chance to Hit Stage


                                          1. Variables


1. AccMod = Accuracy from skill modifiers. from Attachments.


2. DefMod = Defense Modifiers based on Ranged Defense or Melee Defense Attachments and Skills. This is primary defense. This is the total sum of the ranged or melee defenses coming from all factors.


3. AtkPosMod = Attackers Posture Modifiers based on Standing +0, Crouching +16, Prone +50, and Running -50. The attacker gains or loses accuracy depending on what posture they have assumed.


4. DefPosMod = Defenders Posture Modifiers based on Standing +0, Crouching -16 vs. ranged or +16 vs. melee, Prone -25 vs. Ranged or +25 vs. melee, Running -25 to be hit by ranged or melee


5. AtkStateMod = Attackers modifiers for being blind or intimidated. Example of Attacker modifier would be -50 signifying that the attacker suffers a penalty to accuracy. Intimidate and Blind state penalties are unknown factors but it is estimated to be -50 penalty to the hit chance.


6. DefStateMod = Defenders modifiers for being stunned, or intimidated . Example of Defender Modifier would be +50 signifying the defender being easier to hit. Stunned and intimidate factors are unknown but it is estimated that they lower primary (melee and ranged) defenses by -50


7. WeapAcc = Weapon Accuracy at a specified Range.


8. AimShot = Yhe sum of your General Ranged Aiming, and weapon-specific Aiming mods. Only applies if you use Aim prior to your attack.


9. CovMod = Defense Modifiier for the take cover ability


10. AbilMod = Ability modifier depending on attack special ability chosen to perform. This is the innate accuracy bonus in special abilities



                                     How to Calculate WeapAcc


The complex nature of weapon accuracies in Star Wars Galaxies makes it difficult to calculate your weapon's accuracy at a given range. But we'll try, anyway.

Weapon accuracies have three main components:

  • Point-blank range specifies the minimum range of your weapon.
  • Ideal range specifies the "sweetspot" range for your weapon; this range is specific to each type of weapon (i.e. all DH17 Carbines have the same ideal range). You will always fire with maximum accuracy at your ideal range.
  • Maximum range specifies the furthest you can be from your target and still be able to fire. For ranged weapons, this is usually 64m.

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:

Intimidate in action


Now, determine where on this slider your current range lies. Let's imagine our target is 33m away; thus, we are between our minimum and ideal ranges. Were our target 58m away, we would be between ideal and maximum ranges. In both cases, we refer to the lower range value (minimum range in the first example) as the "small range", and the higher range value (ideal range in the first example) as "big range." To determine our final accuracy, we must interpolate between the small range and big range based on where our current range lies on the above slider. To do so, use the following equation, where "Current" is your current range from the target, and "BigRange," "SmallRange," "BigMod," and "SmallMod" all refer to the distance and modifier values at your small and big ranges.


Intimidate in action


As a quick example, let's go back to the above imaginary weapon, with our target at 35m. Our calcualation comes out thus:


Intimidate in action


So our weapon accuracy at 35m is +40.


                                        Analysis

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:


Intimidate in action


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.



II. To-Hit Chance


This is the final chance to hit a target.


Original Equation:


ToHit = ( 66 + ( AccMod - DefMod + WeapAcc - DefPosMod + AimShot ) / ( 2 + ( AtkPosMod + AbilMod ) )



Modified Equation to include Cover and State modifiers:


ToHit = ( 66 + ( AccMod - DefMod + WeapAcc - DefPosMod + AimShot - CovMod ) / (2 + ( AtkPosMod + AbilMod + AtkStateMod + DefStateMod ) )

Source References

Source Source in Context
Source 1 Source 1
Source 2 Source 2

Ability HAM Costs

Modifier Value
Health Cost 25
Action Cost 50
Mind Cost 100
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0