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Thread: Definitive projectile accuracy formula?

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  1. #1

    Default Definitive projectile accuracy formula?

    Has anyone figured this out yet? While we have the accuracy modifiers for projectiles for both the projectile itself and the unit shooting but they're essentially n-values. Absent a baseline for measuring what '10' in accuracy translates to its essentially a meaningless number and might as well read 'Booblefruit'

    So is there a definitive or 'close enough to it-working' formula for whether a given shot connects?

  2. #2

    Default Re: Definitive projectile accuracy formula?

    It's a percent value. So an accuracy of 10 from the unit and a marksmanship bonus of 10 from the projectile gives a 20% chance per entity shot to exactly hit. If the projectile misses, it lands somewhere within its calibration area, so it theoretically can still hit. A unit gains 1,3 * n^0,3 accuracy per level up btw.

  3. #3

    Default Re: Definitive projectile accuracy formula?

    Quote Originally Posted by Larynja View Post
    It's a percent value. So an accuracy of 10 from the unit and a marksmanship bonus of 10 from the projectile gives a 20% chance per entity shot to exactly hit. If the projectile misses, it lands somewhere within its calibration area, so it theoretically can still hit. A unit gains 1,3 * n^0,3 accuracy per level up btw.
    What is n? I can see the 1.3 and .3 in the DB but no structure for what n would be

  4. #4

    Default Re: Definitive projectile accuracy formula?

    Quote Originally Posted by Goumindong View Post
    What is n? I can see the 1.3 and .3 in the DB but no structure for what n would be
    n is the base accuracy of the unit.

  5. #5

    Default Re: Definitive projectile accuracy formula?

    Are we sure those're the only numbers used in the calculation? For example with melee there's a base probability - now admittedly you're adding AND subtracting there (we assume...it'd be...odd, if it wasn't working that way) so you need something to avoid wildly disparate input values or very low probabilities.

  6. #6
    Civis
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    Default Re: Definitive projectile accuracy formula?

    Very interesting. Do we have any idea what melee accuracy does also?
    That's Numberwang!

  7. #7

    Default Re: Definitive projectile accuracy formula?

    Melee Attack? Pretty sure its a straight +% chance to hit, and counted together with the target's melee defense.

    So the formula goes: base (40% by vanilla kv_rules) + melee attack - melee defense = % chance to hit, with anything below 10% or over 90% being simply counted as 10 or 90 respectively

    It could be doing things differently (multiple rolls etc) but it'd be computationally expensive and a lot more complex than it needs to be. So my money's on simplicity for a game that already hammers the CPU quite hard.

  8. #8

    Default Re: Definitive projectile accuracy formula?

    Is it possible for the missed shot to still hit the same target - lets say for argument's sake that the calibration area is 0? Does this mean a miss is always a true miss, or does this mean the shot deviates absolutely not at all and hits the original target?

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