Difference between revisions of "Accuracy"
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You can know all these factors, though--they are both explained in detail in the manual, and you can use the combat log for a breakdown during firefights. For details see [[Combat_log|Interpreting the Combat Log]]. | You can know all these factors, though--they are both explained in detail in the manual, and you can use the combat log for a breakdown during firefights. For details see [[Combat_log|Interpreting the Combat Log]]. | ||
− | '''Base hit chance before any modification is 60%''' | + | '''Base hit chance before any modification is 60%''' It cannot be higher than 95% and cannot be lower than 10%. |
− | + | ---- | |
Volley Modifiers: | Volley Modifiers: | ||
+3%/cell if range < 6 | +3%/cell if range < 6 | ||
Line 11: | Line 11: | ||
+3% of defender heat | +3% of defender heat | ||
+10%/+30% for large/huge targets | +10%/+30% for large/huge targets | ||
+ | +10% if defender immobile | ||
+15% for hack-linked targets | +15% for hack-linked targets | ||
+5% w/robot analysis data | +5% w/robot analysis data | ||
− | -1~15% if defender moved last | + | -1~15% if defender moved last action, where faster = harder to hit |
− | -10% if attacker moved last action | + | -10% if attacker moved last action (ignored in melee combat) |
-3% of attacker heat | -3% of attacker heat | ||
-10%/-30% for small/tiny targets | -10%/-30% for small/tiny targets | ||
− | -10% if target is flying | + | -10%/-5% if target is flying/hovering (and not overweight or in stasis) |
+ | -20% for each robot obstructing line of fire | ||
+ | -5% against Cogmind by robots for which have analysis data | ||
-defender utility bonuses | -defender utility bonuses | ||
Line 24: | Line 27: | ||
-recoil (from other weapons) | -recoil (from other weapons) | ||
-10% while system corrupted (corruption% chance/shot) | -10% while system corrupted (corruption% chance/shot) | ||
− | |||
---- | ---- | ||
− | + | Information retrieved from the [http://gridsagegames.com/cogmind/manual.txt Beta 4 manual] January 4 2017. |
Latest revision as of 08:40, 4 January 2018
Hit chance value is a huge number of factors all rolled into one single value.
You can know all these factors, though--they are both explained in detail in the manual, and you can use the combat log for a breakdown during firefights. For details see Interpreting the Combat Log.
Base hit chance before any modification is 60% It cannot be higher than 95% and cannot be lower than 10%.
Volley Modifiers:
+3%/cell if range < 6 +attacker utility bonuses +10% if attacker didn't move for the last 2 actions +3% of defender heat +10%/+30% for large/huge targets +10% if defender immobile +15% for hack-linked targets +5% w/robot analysis data -1~15% if defender moved last action, where faster = harder to hit -10% if attacker moved last action (ignored in melee combat) -3% of attacker heat -10%/-30% for small/tiny targets -10%/-5% if target is flying/hovering (and not overweight or in stasis) -20% for each robot obstructing line of fire -5% against Cogmind by robots for which have analysis data -defender utility bonuses
Weapon-specific Modifiers:
+utility bonuses -recoil (from other weapons) -10% while system corrupted (corruption% chance/shot)
Information retrieved from the Beta 4 manual January 4 2017.