Difference between revisions of "Shooting Accuracy"

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m (Pawn Work Stat Category)
 
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{{See also| Skills#Shooting}}
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{{Stub|reason= See [[Talk:Shooting_Accuracy|Talk page]]}}
{{Stat
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{{about|the pawn [[stat]] of this name|all factors affecting shooting accuracy|Weapons#Accuracy{{!}}Weapons}}
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{{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 square of shot distance.
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| 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.
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| category = PawnWork
 
}}
 
}}
  
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* [[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]]
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* Traits:
** [[Traits#TriggerHappy|Trigger Happy]]: -5.0
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** [[Trigger happy]]: {{--|5.0}}
** [[Traits#CarefulShooter|Careful Shooter]]: +5.0
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** [[Careful shooter]]: {{+|5.0}}
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* [[Gunlink]] {{RoyaltyIcon}} {{+|3.0}}
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* [[Mental_inspiration#Shoot_frenzy|Shoot Frenzy (Inspiration)]]: {{+|8.0}}
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* [[Ideoligion#Shooting specialist|Shooting specialist role]]{{IdeologyIcon}}: {{+|7.0}}
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* [[Ideoligion#Shooting specialist|Shooting specialist's Marksman Command]]{{IdeologyIcon}}: {{+|4.0}}
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* [[Ideoligion#Leaders|Leader's Combat Command]]{{IdeologyIcon}}: {{+|3.0}}
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* Post-processing curve
 
* Post-processing curve
  
The [[Gunlink]] {{RoyaltyIcon}} also provides a buff.
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Shooting accuracy is capped at 99.9% per tile, though this value is only achievable with both the [[Royalty]] and [[Ideology DLC]]s.
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* {{+|20}} from 20 [[Skills#Shooting|Shooting]] skill
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* {{+|12}} from 200% [[Sight]]
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* '''+0''' from 100% [[Manipulation]]
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* {{+|5}} from Careful Shooter
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* {{+|3}} from [[Gunlink]] {{RoyaltyIcon}}
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* {{+|8}} from [[Mental_inspiration#Shoot_frenzy|Shoot Frenzy (Inspiration)]]
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* {{+|7}} from [[Ideoligion#Shooting specialist|Shooting specialist role]]{{IdeologyIcon}}
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* {{+|4}} from another [[Ideoligion#Shooting specialist|Shooting specialist's Marksman Command]]{{IdeologyIcon}}
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* {{+|3}} from a nearby [[Ideoligion#Leaders|Leader's Combat Command]]{{IdeologyIcon}}
  
It is capped at 99.9% per tile, though 99.8% seems to be the highest achievable value in vanilla.
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This results in a total of 62, which the post-processing curve translates into a 99.9% value.
* +20 from 20 [[Skills#Shooting|Shooting]] skill
 
* +12 from 200% [[Sight]]
 
* +0 from 100%[[Manipulation]]
 
* +5 from Careful Shooter
 
* +3 from [[Gunlink]] {{RoyaltyIcon}}
 
This results in a sum of 40, which the post-processing curve translates into a 99.8% value.
 
  
 
==Analysis==
 
==Analysis==
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*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> = 0.7249)
 
*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> = 0.7249)
 
*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).
 +
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{| class="wikitable"
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! DPS Impact by Skill
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|-
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| {{#vardefine: string | {{Weapon DPS Iterator|Gunlink|{{lc:Normal}}|0.89|DPS=100|Accuracy=100|Range=45}} }}<!--
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-->{{#vardefine: x | {{#explode: {{#var: string }} | && | 0 }} }}<!--
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-->{{#vardefine: y1 | {{#explode: {{#var: string }} | && | 1 }} }}<!--
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-->{{#vardefine: string | {{Weapon DPS Iterator|Gunlink|{{lc:Normal}}|0.945|DPS=100|Accuracy=100|Range=45}} }}<!--
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-->{{#vardefine: y2 | {{#explode: {{#var: string }} | && | 1 }} }}<!--
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-->{{#vardefine: string | {{Weapon DPS Iterator|Gunlink|{{lc:Normal}}|0.97|DPS=100|Accuracy=100|Range=45}} }}<!--
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-->{{#vardefine: y3 | {{#explode: {{#var: string }} | && | 1 }} }}<!--
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-->{{#vardefine: string | {{Weapon DPS Iterator|Gunlink|{{lc:Normal}}|0.98167|DPS=100|Accuracy=100|Range=45}} }}<!--
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-->{{#vardefine: y4 | {{#explode: {{#var: string }} | && | 1 }} }}<!--
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-->{{#vardefine: string | {{Weapon DPS Iterator|Gunlink|{{lc:Normal}}|0.99|DPS=100|Accuracy=100|Range=45}} }}<!--
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-->{{#vardefine: y5 | {{#explode: {{#var: string }} | && | 1 }} }}<!--
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-->{{Graph:Chart
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  | width = 400 | height = 200
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  | type = line
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  | xAxisTitle = Range (Tiles)
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  | xAxisMin = 0 | xAxisMax = 45 | yGrid =
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  | x = {{#var: x}}
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  | yAxisTitle = DPS (%)
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  | yAxisMin = 1 | yAxisMax = 100 | xGrid =
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  | y1 = {{#var: y1}} | y1Title = Shooting 0
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  | y2 = {{#var: y2}} | y2Title = Shooting 5
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  | y3 = {{#var: y3}} | y3Title = Shooting 10
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  | y4 = {{#var: y4}} | y4Title = Shooting 15
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  | y5 = {{#var: y5}} | y5Title = Shooting 20
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  | legend=Legend
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}}
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|}
  
 
==Full Post-Processing Curve Table==
 
==Full Post-Processing Curve Table==
<ref>\RimWorld\Data\Core\Defs\Stats\Stats_Pawns_Combat.xml</ref>
 
 
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|-
 
|-
! Modified [[Skills#Shooting|Shooting]] skill !! Shooting Accuracy per Tile
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! Modified [[Skills#Shooting|Shooting]] skill !! Shooting Accuracy per Tile<ref>\RimWorld\Data\Core\Defs\Stats\Stats_Pawns_Combat.xml</ref>
 
|-
 
|-
 
| -20 || 70.000%
 
| -20 || 70.000%
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| 60 || 99.900%
 
| 60 || 99.900%
 
|}
 
|}
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{{reflist}}
  
==Version History==
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== Version history ==
 
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.
 
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.
 
{{nav|stats|wide}}
 
{{nav|stats|wide}}

Latest revision as of 22:42, 6 September 2024

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]

  • 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.

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 = 0.7249)
  • 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%
  1. \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.