Difference between revisions of "Melee Hit Chance"
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− | {{ | + | {{Stub|reason=Add effect of [[light]] and biological age {{BiotechIcon}} }} |
− | |||
{{Stat | {{Stat | ||
− | | default base value = | + | | default base value = 0 |
− | | min value = 0 | + | | min value = 0 |
| to string style = PercentZero | | to string style = PercentZero | ||
− | | description = | + | | description = Chance to hit a target in melee. The target can still dodge even if we would've hit. |
− | }} | + | }}<ref>See MeleeHitChance in ''Rimworld/Data/Core/Defs/Stats/Stats_Pawns_Combat.xml''</ref> |
− | == | + | == Base score == |
+ | The base score starts at 0 and is affected by the following things: | ||
* [[Skills#Melee|Melee]][[Skill::Melee| ]] skill: {{+|1}} per level | * [[Skills#Melee|Melee]][[Skill::Melee| ]] skill: {{+|1}} per level | ||
* [[Sight]]: [[Sight Importance::12|12x]] importance, no allowed defect. [[Sight Limit::1.5|150%]] limit | * [[Sight]]: [[Sight Importance::12|12x]] importance, no allowed defect. [[Sight Limit::1.5|150%]] limit | ||
Line 15: | Line 15: | ||
** <code>offset = 12 x ((IF ''manipulation'' < 150% THEN ''manipulation'' ELSE 150%) - 100%)</code> e.g. {{+|3}} at 125% manipulation. | ** <code>offset = 12 x ((IF ''manipulation'' < 150% THEN ''manipulation'' ELSE 150%) - 100%)</code> e.g. {{+|3}} at 125% manipulation. | ||
* [[Brawler]] trait: {{+|4}} | * [[Brawler]] trait: {{+|4}} | ||
− | * [[Ideoligion#Melee specialist|Melee specialist role]]{{IdeologyIcon}}: {{+| | + | * [[Ideoligion#Melee specialist|Melee specialist role]] {{IdeologyIcon}}: {{+|7}} |
− | * [[Ideoligion#Melee specialist|Melee specialist's Beserk Trance]]{{IdeologyIcon}}: {{+|8}} | + | * [[Ideoligion#Melee specialist|Melee specialist's Beserk Trance]] {{IdeologyIcon}}: {{+|8}} |
− | * [[Ideoligion#Leaders|Leader's Combat Command]]{{IdeologyIcon}}: {{+|3}} | + | * [[Ideoligion#Leaders|Leader's Combat Command]] {{IdeologyIcon}}: {{+|3}} |
− | * [[Mechlord suit]]{{BiotechIcon}}: {{--|0.5}} | + | * [[Mechlord suit]] {{BiotechIcon}}: {{--|0.5}} |
− | * [[Mechlord helmet]]{{BiotechIcon}}: {{--|0.5}} | + | * [[Mechlord helmet]] {{BiotechIcon}}: {{--|0.5}} |
== Post-processing curve == | == Post-processing curve == | ||
− | {{ | + | The ''melee hit chance'' is then calculated with the following ''post-processing curve''. As you can see increasing the ''base score'' has diminishing returns. |
− | == | + | |
− | + | {| class="wikitable" | |
+ | ! Base score to Melee hit chance | ||
+ | |- | ||
+ | | {{Graph:Chart | ||
+ | | width = 300 | ||
+ | | height = 300 | ||
+ | | type = line | ||
+ | | xAxisTitle = Base score | ||
+ | | yAxisTitle = Melee hit chance | ||
+ | | x = -20, -10, 0, 10, 20, 40, 60 | ||
+ | | y = 0.05, 0.1, 0.5, 0.8, 0.9, 0.96, 0.98 | ||
+ | | yAxisFormat = % | ||
+ | | yAxisMax = 1 | ||
+ | | xGrid = 10 | ||
+ | | yGrid = 0.1 | ||
+ | }} | ||
+ | |} | ||
+ | |||
+ | == Examples == | ||
+ | === Melee skill and brawlers === | ||
+ | Assuming no other offsets to the ''base score'', the [[Skills#Melee|melee]] skill and the [[brawler]] trait results in the following ''melee hit chance'': | ||
+ | |||
{| {{STDT| c_12 text-center}} | {| {{STDT| c_12 text-center}} | ||
− | ! colspan="6" style="text-align: center;" | ''' | + | ! colspan="6" style="text-align: center;" | '''Melee hit chance''' |
|- | |- | ||
− | !Skill Level | + | ! Skill Level |
− | !Standard | + | ! Standard |
− | !Brawler | + | ! Brawler |
− | !Skill Level | + | ! Skill Level |
− | !Standard | + | ! Standard |
− | !Brawler | + | ! Brawler |
|- | |- | ||
− | !0 | + | ! 0 |
− | | | + | | {{%|{{Melee Hit Chance/curve|0}} }} || {{%|{{Melee Hit Chance/curve|0+4}} }} |
− | | | ||
! - | ! - | ||
− | | - | + | | - || - |
− | | - | ||
|- | |- | ||
− | !1 | + | ! 1 |
− | | | + | | {{%|{{Melee Hit Chance/curve|1}} }} || {{%|{{Melee Hit Chance/curve|1+4}} }} |
− | | | + | ! 11 |
− | !11 | + | | {{%|{{Melee Hit Chance/curve|11}} }} || {{%|{{Melee Hit Chance/curve|11+4}} }} |
− | | | ||
− | | | ||
|- | |- | ||
− | !2 | + | ! 2 |
− | | | + | | {{%|{{Melee Hit Chance/curve|2}} }} || {{%|{{Melee Hit Chance/curve|2+4}} }} |
− | | | + | ! 12 |
− | !12 | + | | {{%|{{Melee Hit Chance/curve|12}} }} || {{%|{{Melee Hit Chance/curve|12+4}} }} |
− | | | ||
− | | | ||
|- | |- | ||
− | !3 | + | ! 3 |
− | | | + | | {{%|{{Melee Hit Chance/curve|3}} }} || {{%|{{Melee Hit Chance/curve|3}} }} |
− | | | + | ! 13 |
− | !13 | + | | {{%|{{Melee Hit Chance/curve|13}} }} || {{%|{{Melee Hit Chance/curve|13+4}} }} |
− | | | ||
− | | | ||
|- | |- | ||
− | !4 | + | ! 4 |
− | | | + | | {{%|{{Melee Hit Chance/curve|4}} }} || {{%|{{Melee Hit Chance/curve|4+4}} }} |
− | | | + | ! 14 |
− | !14 | + | | {{%|{{Melee Hit Chance/curve|14}} }} || {{%|{{Melee Hit Chance/curve|14+4}} }} |
− | | | ||
− | | | ||
|- | |- | ||
− | !5 | + | ! 5 |
− | | | + | | {{%|{{Melee Hit Chance/curve|5}} }} || {{%|{{Melee Hit Chance/curve|5+4}} }} |
− | | | + | ! 15 |
− | !15 | + | | {{%|{{Melee Hit Chance/curve|15}} }} || {{%|{{Melee Hit Chance/curve|15+4}} }} |
− | | | ||
− | | | ||
|- | |- | ||
− | !6 | + | ! 6 |
− | | | + | | {{%|{{Melee Hit Chance/curve|6}} }} || {{%|{{Melee Hit Chance/curve|6+4}} }} |
− | | | + | ! 16 |
− | !16 | + | | {{%|{{Melee Hit Chance/curve|16}} }} || {{%|{{Melee Hit Chance/curve|16+4}} }} |
− | | | ||
− | | | ||
|- | |- | ||
− | !7 | + | ! 7 |
− | | | + | | {{%|{{Melee Hit Chance/curve|7}} }} || {{%|{{Melee Hit Chance/curve|7+4}} }} |
− | | | + | ! 17 |
− | !17 | + | | {{%|{{Melee Hit Chance/curve|17}} }} || {{%|{{Melee Hit Chance/curve|17+4}} }} |
− | | | ||
− | | | ||
|- | |- | ||
− | !8 | + | ! 8 |
− | | | + | | {{%|{{Melee Hit Chance/curve|8}} }} || {{%|{{Melee Hit Chance/curve|8+4}} }} |
− | | | + | ! 18 |
− | !18 | + | | {{%|{{Melee Hit Chance/curve|18}} }} || {{%|{{Melee Hit Chance/curve|18+4}} }} |
− | | | ||
− | | | ||
|- | |- | ||
− | !9 | + | ! 9 |
− | | | + | | {{%|{{Melee Hit Chance/curve|9}} }} || {{%|{{Melee Hit Chance/curve|9+4}} }} |
− | | | + | ! 19 |
− | !19 | + | | {{%|{{Melee Hit Chance/curve|19}} }} || {{%|{{Melee Hit Chance/curve|19+4}} }} |
− | | | ||
− | | | ||
|- | |- | ||
− | !10 | + | ! 10 |
− | | | + | | {{%|{{Melee Hit Chance/curve|10}} }} || {{%|{{Melee Hit Chance/curve|10+4}} }} |
− | | | + | ! 20 |
− | !20 | + | | {{%|{{Melee Hit Chance/curve|20}} }} || {{%|{{Melee Hit Chance/curve|20+4}} }} |
− | | | ||
− | | | ||
|} | |} | ||
− | + | === Detailed post-processing curve === | |
− | |||
{| class="wikitable" | {| class="wikitable" | ||
− | + | ! Base score !! Post-Processed<br/>Melee Hit Chance || Increase From<br/>Previous Value | |
− | ! | ||
|- | |- | ||
| -20 || {{%|{{Melee Hit Chance/curve|-20}}|1}} || - | | -20 || {{%|{{Melee Hit Chance/curve|-20}}|1}} || - | ||
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* [[Version/0.17.1546|0.17.1546]] - Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. | * [[Version/0.17.1546|0.17.1546]] - Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. | ||
− | {{ | + | == References == |
+ | <references/> | ||
+ | |||
+ | {{Nav|stats|wide}} |
Revision as of 11:36, 24 April 2023
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Add effect of light and biological age . |
Melee Hit Chance is a stat: Chance to hit a target in melee. The target can still dodge even if we would've hit. Its minimum allowed value is 0%. Its default value is 0%.[1]
Base score
The base score starts at 0 and is affected by the following things:
- Melee skill: +1 per level
- Sight: 12x importance, no allowed defect. 150% limit
offset = 12 x ((IF sight < 150% THEN sight ELSE 150%) - 100%)
e.g. +6 at 150% sight.
- Manipulation: 12x importance, no allowed defect. 150% limit
offset = 12 x ((IF manipulation < 150% THEN manipulation ELSE 150%) - 100%)
e.g. +3 at 125% manipulation.
- Brawler trait: +4
- Melee specialist role : +7
- Melee specialist's Beserk Trance : +8
- Leader's Combat Command : +3
- Mechlord suit : −0.5
- Mechlord helmet : −0.5
Post-processing curve
The melee hit chance is then calculated with the following post-processing curve. As you can see increasing the base score has diminishing returns.
Base score to Melee hit chance |
---|
Examples
Melee skill and brawlers
Assuming no other offsets to the base score, the melee skill and the brawler trait results in the following melee hit chance:
Melee hit chance | |||||
---|---|---|---|---|---|
Skill Level | Standard | Brawler | Skill Level | Standard | Brawler |
0 | 50% | 62% | - | - | - |
1 | 53% | 65% | 11 | 81% | 85% |
2 | 56% | 68% | 12 | 82% | 86% |
3 | 59% | 59% | 13 | 83% | 87% |
4 | 62% | 74% | 14 | 84% | 88% |
5 | 65% | 77% | 15 | 85% | 89% |
6 | 68% | 80% | 16 | 86% | 90% |
7 | 71% | 81% | 17 | 87% | 90.3% |
8 | 74% | 82% | 18 | 88% | 90.6% |
9 | 77% | 83% | 19 | 89% | 90.9% |
10 | 80% | 84% | 20 | 90% | 91.2% |
Detailed post-processing curve
Base score | Post-Processed Melee Hit Chance |
Increase From Previous Value |
---|---|---|
-20 | 5% | - |
-19 | 5.5% | 0.5% |
-18 | 6% | 0.5% |
-17 | 6.5% | 0.5% |
-16 | 7% | 0.5% |
-15 | 7.5% | 0.5% |
-14 | 8% | 0.5% |
-13 | 8.5% | 0.5% |
-12 | 9% | 0.5% |
-11 | 9.5% | 0.5% |
-10 | 10% | 0.5% |
-9 | 14% | 4% |
-8 | 18% | 4% |
-7 | 22% | 4% |
-6 | 26% | 4% |
-5 | 30% | 4% |
-4 | 34% | 4% |
-3 | 38% | 4% |
-2 | 42% | 4% |
-1 | 46% | 4% |
0 | 50% | 4% |
1 | 53% | 3% |
2 | 56% | 3% |
3 | 59% | 3% |
4 | 62% | 3% |
5 | 65% | 3% |
6 | 68% | 3% |
7 | 71% | 3% |
8 | 74% | 3% |
9 | 77% | 3% |
10 | 80% | 3% |
11 | 81% | 1% |
12 | 82% | 1% |
13 | 83% | 1% |
14 | 84% | 1% |
15 | 85% | 1% |
16 | 86% | 1% |
17 | 87% | 1% |
18 | 88% | 1% |
19 | 89% | 1% |
20 | 90% | 1% |
21 | 90.3% | 0.3% |
22 | 90.6% | 0.3% |
23 | 90.9% | 0.3% |
24 | 91.2% | 0.3% |
25 | 91.5% | 0.3% |
26 | 91.8% | 0.3% |
27 | 92.1% | 0.3% |
28 | 92.4% | 0.3% |
29 | 92.7% | 0.3% |
30 | 93% | 0.3% |
31 | 93.3% | 0.3% |
32 | 93.6% | 0.3% |
33 | 93.9% | 0.3% |
34 | 94.2% | 0.3% |
35 | 94.5% | 0.3% |
36 | 94.8% | 0.3% |
37 | 95.1% | 0.3% |
38 | 95.4% | 0.3% |
39 | 95.7% | 0.3% |
40 | 96% | 0.3% |
41 | 96.1% | 0.1% |
42 | 96.2% | 0.1% |
43 | 96.3% | 0.1% |
44 | 96.4% | 0.1% |
45 | 96.5% | 0.1% |
46 | 96.6% | 0.1% |
47 | 96.7% | 0.1% |
48 | 96.8% | 0.1% |
49 | 96.9% | 0.1% |
50 | 97% | 0.1% |
51 | 97.1% | 0.1% |
52 | 97.2% | 0.1% |
53 | 97.3% | 0.1% |
54 | 97.4% | 0.1% |
55 | 97.5% | 0.1% |
56 | 97.6% | 0.1% |
57 | 97.7% | 0.1% |
58 | 97.8% | 0.1% |
59 | 97.9% | 0.1% |
60 | 98% | 0.1% |
Version history
- 0.17.1546 - Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills.
References
- ↑ See MeleeHitChance in Rimworld/Data/Core/Defs/Stats/Stats_Pawns_Combat.xml