Difference between revisions of "Accuracy (Game Mechanics)"
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− | Two-handed Melee Accuracy<br> | + | * Two-handed Melee Accuracy<br> |
− | Unarmed Accuracy<br> | + | * Unarmed Accuracy<br> |
− | Polearm Accuracy<br> | + | * Polearm Accuracy<br> |
− | One-handed Weapon Accuracy<br> | + | * One-handed Weapon Accuracy<br> |
− | Carbine Accuracy<br> | + | * Carbine Accuracy<br> |
− | Pistol Accuracy<br> | + | * Pistol Accuracy<br> |
− | Rifle Accuracy<br> | + | * Rifle Accuracy<br> |
− | Flamethrower Accuracy<br> | + | * Flamethrower Accuracy<br> |
− | Heavy Acid Beam Accuracy<br> | + | * Heavy Acid Beam Accuracy<br> |
− | Heavy Acid Rifle Accuracy<br> | + | * Heavy Acid Rifle Accuracy<br> |
− | Heavy Lightning Beam Accuracy<br> | + | * Heavy Lightning Beam Accuracy<br> |
− | Heavy Particle Beam Accuracy<br> | + | * Heavy Particle Beam Accuracy<br> |
− | Heavy Rocket Launcher Accuracy<br> | + | * Heavy Rocket Launcher Accuracy<br> |
− | Double-Bladed Lightsaber Accuracy<br> | + | * Double-Bladed Lightsaber Accuracy<br> |
− | One-handed Lightsaber Accuracy<br> | + | * One-handed Lightsaber Accuracy<br> |
− | Two-handed Lightsaber Accuracy<br> | + | * Two-handed Lightsaber Accuracy<br> |
− | Force Intimidate Accuracy<br> | + | * Force Intimidate Accuracy<br> |
− | Force Knockdown Accuracy<br> | + | * Force Knockdown Accuracy<br> |
− | Force Lightning Accuracy<br> | + | * Force Lightning Accuracy<br> |
− | Force Throw Accuracy<br> | + | * Force Throw Accuracy<br> |
− | Force Weaken Accuracy<br> | + | * Force Weaken Accuracy<br> |
− | Mind Blast Accuracy<br> | + | * Mind Blast Accuracy<br> |
− | General Ranged Aiming<br> | + | * General Ranged Aiming<br> |
− | Pistol Aiming: Stacks with General Ranged Aiming Mod when using the AIM ability with a pistol weapon.<br> | + | * Pistol Aiming: Stacks with General Ranged Aiming Mod when using the AIM ability with a pistol weapon.<br> |
− | Carbine Aiming: Stacks with General Ranged Aiming Mod when using the AIM ability with a carbine weapon.<br> | + | * Carbine Aiming: Stacks with General Ranged Aiming Mod when using the AIM ability with a carbine weapon.<br> |
− | Rifle Aiming: Stacks with General Ranged Aiming Mod when using the AIM ability with a rifle weapon.<br> | + | * Rifle Aiming: Stacks with General Ranged Aiming Mod when using the AIM ability with a rifle weapon.<br> |
'''Defender Modifiers''' | '''Defender Modifiers''' | ||
− | Ranged Defense<br> | + | * Ranged Defense<br> |
− | Melee Defense<br> | + | * Melee Defense<br> |
− | Group Melee Defense: Stacks with individual Melee Defenses<br> | + | * Group Melee Defense: Stacks with individual Melee Defenses<br> |
− | Group Ranged Defense: Stacks with individual Ranged Defenses<br> | + | * Group Ranged Defense: Stacks with individual Ranged Defenses<br> |
− | Alertness: Severely Affects accuracy rate of riflemen using Surprise Shot<br> | + | * Alertness: Severely Affects accuracy rate of riflemen using Surprise Shot<br> |
== Accuracy equation == | == Accuracy equation == |
Revision as of 14:10, 9 March 2009
This article or section needs proper wiki formatting. |
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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AccuracyAccuracy in SWG is displayed through a positive/negative counter that appears to the left of the Look At target's HAM or condition BAR. A positive number means that the player has a bonus chance to hit the target where as a negative number means that a player is under a penalty.
Note: there are some additional factors that the author didnt cover such as:
State Penalties / BonusesNote: The author didn't provide any numbers for the penalties/bonuses applied from various states. Some other sources did provide some information but it seems to be questionable.
Posture Penalties / BonusesNote: The author didn't provide any numbers for the penalties/bonuses applied from various states. Some other sources did provide some information but it seems to be questionable.
Defenders Posture Modifiers
Ability BonusesBonus to Attacker:
Item BonusesBonuses To Attacker:
Bonuses for Defender:
Skill Modifier BonusesAttacker Modifiers
Defender Modifiers
Accuracy equationThe 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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