Difference between revisions of "Shooting Accuracy"
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− | {{Stub|reason= See [[Talk:Shooting_Accuracy|Talk page]]}} | + | {{Stub|reason= See [[Talk:Shooting_Accuracy|Talk page]] 2) [[Shooting Accuracy Multiplier (Child)]]}} |
{{about|the pawn [[stat]] of this name|all factors affecting shooting accuracy|Weapons#Accuracy{{!}}Weapons}} | {{about|the pawn [[stat]] of this name|all factors affecting shooting accuracy|Weapons#Accuracy{{!}}Weapons}} | ||
− | {{Stat | + | {{Stat <!-- defName = ShootingAccuracyPawn --> |
| default base value = 0 | | default base value = 0 | ||
| min value = 0 | | min value = 0 | ||
| to string style = PercentOne | | to string style = PercentOne | ||
| description = Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target. | | description = Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target. | ||
+ | | category = PawnWork | ||
}} | }} | ||
Line 12: | Line 13: | ||
* [[Sight]]: [[Sight Importance::12|12x]] importance—capped at [[Sight Limit::2|200%]] efficiency here. | * [[Sight]]: [[Sight Importance::12|12x]] importance—capped at [[Sight Limit::2|200%]] efficiency here. | ||
* [[Manipulation]]: [[Manipulation Importance::8|8x]] importance—capped at [[Manipulation Limit::1|100%]] efficiency here | * [[Manipulation]]: [[Manipulation Importance::8|8x]] importance—capped at [[Manipulation Limit::1|100%]] efficiency here | ||
− | * | + | * Traits: |
** [[Trigger happy]]: {{--|5.0}} | ** [[Trigger happy]]: {{--|5.0}} | ||
** [[Careful shooter]]: {{+|5.0}} | ** [[Careful shooter]]: {{+|5.0}} | ||
* [[Gunlink]] {{RoyaltyIcon}} {{+|3.0}} | * [[Gunlink]] {{RoyaltyIcon}} {{+|3.0}} | ||
− | * [[ | + | * [[Shoot frenzy]] inspiration: {{+|8.0}} |
− | * [[ | + | * [[Shooting specialist]] role{{IdeologyIcon}}: {{+|7.0}} |
− | * [[ | + | * [[Shooting specialist]]'s [[Marksman command]]{{IdeologyIcon}}: {{+|4.0}} |
− | * [[ | + | * [[Leader]]'s [[Combat command]]{{IdeologyIcon}}: {{+|3.0}} |
* Post-processing curve | * Post-processing curve | ||
Line 29: | Line 30: | ||
* {{+|5}} from Careful Shooter | * {{+|5}} from Careful Shooter | ||
* {{+|3}} from [[Gunlink]] {{RoyaltyIcon}} | * {{+|3}} from [[Gunlink]] {{RoyaltyIcon}} | ||
− | * {{+|8}} from [[ | + | * {{+|8}} from [[Shoot frenzy]] inspiration |
− | * {{+|7}} from [[ | + | * {{+|7}} from [[Shooting specialist]] role{{IdeologyIcon}} |
− | * {{+|4}} from another [[ | + | * {{+|4}} from another [[Shooting specialist]]'s [[Marksman command]]{{IdeologyIcon}} |
− | * {{+|3}} from a nearby [[ | + | * {{+|3}} from a nearby [[Leader]]'s [[Combat command]]{{IdeologyIcon}} |
This results in a total of 62, which the post-processing curve translates into a 99.9% value. | This results in a total of 62, which the post-processing curve translates into a 99.9% value. | ||
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{| {{STDT| c_12 text-center}} | {| {{STDT| c_12 text-center}} | ||
− | !Skill Level | + | ! Skill Level |
− | !Standard | + | ! Standard |
− | !Careful Shooter | + | ! Careful Shooter |
− | !Trigger-Happy | + | ! Trigger-Happy |
− | !Skill Level | + | ! Skill Level |
− | !Standard | + | ! Standard |
− | !Careful Shooter | + | ! Careful Shooter |
− | !Trigger-Happy | + | ! Trigger-Happy |
|- | |- | ||
− | !0 | + | ! 0 |
− | |89% | + | | 89% |
− | |94.5% | + | | 94.5% |
− | |84% | + | | 84% |
! - | ! - | ||
| - | | - | ||
Line 58: | Line 59: | ||
| - | | - | ||
|- | |- | ||
− | !1 | + | ! 1 |
− | |91% | + | | 91% |
− | |95% | + | | 95% |
− | |85% | + | | 85% |
− | !11 | + | ! 11 |
− | |97.25% | + | | 97.25% |
− | |98.333% | + | | 98.333% |
− | |95% | + | | 95% |
|- | |- | ||
− | !2 | + | ! 2 |
− | |93% | + | | 93% |
− | |95.5% | + | | 95.5% |
− | |86% | + | | 86% |
− | !12 | + | ! 12 |
− | |97.5% | + | | 97.5% |
− | |98.5% | + | | 98.5% |
− | |95.5% | + | | 95.5% |
|- | |- | ||
− | !3 | + | ! 3 |
− | |93.5% | + | | 93.5% |
− | |96% | + | | 96% |
− | |87% | + | | 87% |
− | !13 | + | ! 13 |
− | |97.75% | + | | 97.75% |
− | |98.666% | + | | 98.666% |
− | |96% | + | | 96% |
|- | |- | ||
− | !4 | + | ! 4 |
− | |94% | + | | 94% |
− | |96.5% | + | | 96.5% |
− | |88% | + | | 88% |
− | !14 | + | ! 14 |
− | |98% | + | | 98% |
− | |98.833% | + | | 98.833% |
− | |96.5% | + | | 96.5% |
|- | |- | ||
− | !5 | + | ! 5 |
− | |94.5% | + | | 94.5% |
− | |97% | + | | 97% |
− | |89% | + | | 89% |
− | !15 | + | ! 15 |
− | |98.167% | + | | 98.167% |
− | |99% | + | | 99% |
− | |97% | + | | 97% |
|- | |- | ||
− | !6 | + | ! 6 |
− | |95% | + | | 95% |
− | |97.25% | + | | 97.25% |
− | |91% | + | | 91% |
− | !16 | + | ! 16 |
− | |98.333% | + | | 98.333% |
− | |99.125% | + | | 99.125% |
− | |97.25% | + | | 97.25% |
|- | |- | ||
− | !7 | + | ! 7 |
− | |95.5% | + | | 95.5% |
− | |97.5% | + | | 97.5% |
− | |93% | + | | 93% |
− | !17 | + | ! 17 |
− | |98.5% | + | | 98.5% |
− | |99.25% | + | | 99.25% |
− | |97.5% | + | | 97.5% |
|- | |- | ||
− | !8 | + | ! 8 |
− | |96% | + | | 96% |
− | |97.75% | + | | 97.75% |
− | |93.5% | + | | 93.5% |
− | !18 | + | ! 18 |
− | |98.666% | + | | 98.666% |
− | |99.313% | + | | 99.313% |
− | |97.75% | + | | 97.75% |
|- | |- | ||
− | !9 | + | ! 9 |
− | |96.5% | + | | 96.5% |
− | |98% | + | | 98% |
− | |94% | + | | 94% |
− | !19 | + | ! 19 |
− | |98.833% | + | | 98.833% |
− | |99.375% | + | | 99.375% |
− | |98% | + | | 98% |
|- | |- | ||
− | !10 | + | ! 10 |
− | |97% | + | | 97% |
− | |98.167% | + | | 98.167% |
− | |94.5% | + | | 94.5% |
− | !20 | + | ! 20 |
− | |99% | + | | 99% |
− | |99.438% | + | | 99.438% |
− | |98.167% | + | | 98.167% |
|} | |} | ||
Note that shooting accuracy for the pawn has exponential decay calculated '''per tile''', meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges. | Note that shooting accuracy for the pawn has exponential decay calculated '''per tile''', meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges. | ||
For example: | For example: | ||
− | *A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.99<sup>32</sup> = 0. | + | *A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.99<sup>32</sup> = 0.7250) |
*With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.98<sup>32</sup> = 0.5239). | *With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.98<sup>32</sup> = 0.5239). | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! DPS Impact by Skill | ||
+ | |- | ||
+ | | {{#vardefine: string | {{Weapon DPS Iterator|Gunlink|{{lc:Normal}}|0.89|DPS=100|Accuracy=100|Range=45}} }}<!-- | ||
+ | -->{{#vardefine: x | {{#explode: {{#var: string }} | && | 0 }} }}<!-- | ||
+ | -->{{#vardefine: y1 | {{#explode: {{#var: string }} | && | 1 }} }}<!-- | ||
+ | -->{{#vardefine: string | {{Weapon DPS Iterator|Gunlink|{{lc:Normal}}|0.945|DPS=100|Accuracy=100|Range=45}} }}<!-- | ||
+ | -->{{#vardefine: y2 | {{#explode: {{#var: string }} | && | 1 }} }}<!-- | ||
+ | -->{{#vardefine: string | {{Weapon DPS Iterator|Gunlink|{{lc:Normal}}|0.97|DPS=100|Accuracy=100|Range=45}} }}<!-- | ||
+ | -->{{#vardefine: y3 | {{#explode: {{#var: string }} | && | 1 }} }}<!-- | ||
+ | -->{{#vardefine: string | {{Weapon DPS Iterator|Gunlink|{{lc:Normal}}|0.98167|DPS=100|Accuracy=100|Range=45}} }}<!-- | ||
+ | -->{{#vardefine: y4 | {{#explode: {{#var: string }} | && | 1 }} }}<!-- | ||
+ | -->{{#vardefine: string | {{Weapon DPS Iterator|Gunlink|{{lc:Normal}}|0.99|DPS=100|Accuracy=100|Range=45}} }}<!-- | ||
+ | -->{{#vardefine: y5 | {{#explode: {{#var: string }} | && | 1 }} }}<!-- | ||
+ | -->{{Graph:Chart | ||
+ | | width = 400 | height = 200 | ||
+ | | type = line | ||
+ | | xAxisTitle = Range (Tiles) | ||
+ | | xAxisMin = 0 | xAxisMax = 45 | yGrid = | ||
+ | | x = {{#var: x}} | ||
+ | | yAxisTitle = DPS (%) | ||
+ | | yAxisMin = 1 | yAxisMax = 100 | xGrid = | ||
+ | | y1 = {{#var: y1}} | y1Title = Shooting 0 | ||
+ | | y2 = {{#var: y2}} | y2Title = Shooting 5 | ||
+ | | y3 = {{#var: y3}} | y3Title = Shooting 10 | ||
+ | | y4 = {{#var: y4}} | y4Title = Shooting 15 | ||
+ | | y5 = {{#var: y5}} | y5Title = Shooting 20 | ||
+ | | legend=Legend | ||
+ | }} | ||
+ | |} | ||
==Full Post-Processing Curve Table== | ==Full Post-Processing Curve Table== |
Latest revision as of 17:28, 17 January 2025
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: See Talk page 2) Shooting Accuracy Multiplier (Child). |
Shooting Accuracy is a stat: Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target. Its minimum allowed value is 0%. Its default value is 0%.
Factors[edit]
- Shooting skill
- Sight: 12x importance—capped at 200% efficiency here.
- Manipulation: 8x importance—capped at 100% efficiency here
- Traits:
- Trigger happy: −5.0
- Careful shooter: +5.0
- Gunlink
+3.0
- Shoot frenzy inspiration: +8.0
- Shooting specialist role
: +7.0
- Shooting specialist's Marksman command
: +4.0
- Leader's Combat command
: +3.0
- Post-processing curve
Shooting accuracy is capped at 99.9% per tile, though this value is only achievable with both the Royalty and Ideology DLCs.
- +20 from 20 Shooting skill
- +12 from 200% Sight
- +0 from 100% Manipulation
- +5 from Careful Shooter
- +3 from Gunlink
- +8 from Shoot frenzy inspiration
- +7 from Shooting specialist role
- +4 from another Shooting specialist's Marksman command
- +3 from a nearby Leader's Combat command
This results in a total of 62, which the post-processing curve translates into a 99.9% value.
Analysis[edit]
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:
Skill Level | Standard | Careful Shooter | Trigger-Happy | Skill Level | Standard | Careful Shooter | Trigger-Happy |
---|---|---|---|---|---|---|---|
0 | 89% | 94.5% | 84% | - | - | - | - |
1 | 91% | 95% | 85% | 11 | 97.25% | 98.333% | 95% |
2 | 93% | 95.5% | 86% | 12 | 97.5% | 98.5% | 95.5% |
3 | 93.5% | 96% | 87% | 13 | 97.75% | 98.666% | 96% |
4 | 94% | 96.5% | 88% | 14 | 98% | 98.833% | 96.5% |
5 | 94.5% | 97% | 89% | 15 | 98.167% | 99% | 97% |
6 | 95% | 97.25% | 91% | 16 | 98.333% | 99.125% | 97.25% |
7 | 95.5% | 97.5% | 93% | 17 | 98.5% | 99.25% | 97.5% |
8 | 96% | 97.75% | 93.5% | 18 | 98.666% | 99.313% | 97.75% |
9 | 96.5% | 98% | 94% | 19 | 98.833% | 99.375% | 98% |
10 | 97% | 98.167% | 94.5% | 20 | 99% | 99.438% | 98.167% |
Note that shooting accuracy for the pawn has exponential decay calculated per tile, meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges.
For example:
- A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.9932 = 0.7250)
- With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.9832 = 0.5239).
DPS Impact by Skill |
---|
Full Post-Processing Curve Table[edit]
Modified Shooting skill | Shooting Accuracy per Tile[1] |
---|---|
-20 | 70.000% |
-10 | 80.000% |
-6 | 83.000% |
-4 | 85.000% |
-2 | 87.000% |
0 | 89.000% |
2 | 93.000% |
4 | 94.000% |
6 | 95.000% |
8 | 96.000% |
10 | 97.000% |
12 | 97.500% |
14 | 98.000% |
16 | 98.333% |
18 | 98.666% |
20 | 99.000% |
22 | 99.250% |
26 | 99.500% |
30 | 99.650% |
40 | 99.800% |
60 | 99.900% |
- ↑ \RimWorld\Data\Core\Defs\Stats\Stats_Pawns_Combat.xml
Version history[edit]
- 0.0.245 - Shooting accuracy split into into misses due to equipment and misses due to skill.