Difference between revisions of "Accuracy (Game Mechanics)"
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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 | *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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CovMod = Defense Modifiier for cover ability given to riflemen | CovMod = Defense Modifiier for cover ability given to riflemen | ||
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Revision as of 09:25, 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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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. *
CovMod = Defense Modifiier for cover ability given to riflemen
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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