Difference between revisions of "Shooting Accuracy"
Line 12: | Line 12: | ||
* [[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}} |
Revision as of 23:24, 16 February 2023
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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
- 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
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).
Full Post-Processing Curve Table
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
- 0.0.245 - Shooting accuracy split into into misses due to equipment and misses due to skill.