Difference between revisions of "Mortar Miss Radius Multiplier"

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| description = A multiplier on the miss radius of a [[mortar]] used by this person. Smaller numbers means more accurate mortar shells.
 
| description = A multiplier on the miss radius of a [[mortar]] used by this person. Smaller numbers means more accurate mortar shells.
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| category = PawnCombat
 
}} This multiplier is applied to the miss radius of the mortar, currently this radius is {{#vardefine: mortarRadius | {{Q|Mortar|Miss Radius}}}}{{#var: mortarRadius}} tiles.
 
}} This multiplier is applied to the miss radius of the mortar, currently this radius is {{#vardefine: mortarRadius | {{Q|Mortar|Miss Radius}}}}{{#var: mortarRadius}} tiles.
  

Latest revision as of 19:58, 6 September 2024

The smallest radius of landing sites possible. Rounds are targeted on the center tile with MMRM of 0%

Mortar Miss Radius Multiplier is a stat: A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. Its minimum allowed value is 0%. Its default value is 100%. This multiplier is applied to the miss radius of the mortar, currently this radius is 9 tiles.

This stat still applies if the Classic Mortars storyteller setting is turned on, however the base radius is increased to 13 tiles.

There is always some variation in landing place, even with a multiplier of 0% where there should nominally be no spread at all. The image to the right shows the smallest possible distribution. It is currently unknown at what MMRM this spread is achieved, as it likely is higher than 0%.

Factors[edit]

  • Shooting: 20% plus -2.5% per skill level.
  • Sight: -1*(Sight Percentage-100%). 100% max
  • Manipulation: -0.5*(Manipulation Percentage-100%). No Max.

Note: The resulting radius in the table below assumes that the Classic Mortars storyteller setting has not been enabled.

Shooting Skill Level Mortar Miss Radius Multiplier
(Resulting Radius)
100% Manipulation 125% Manipulation 150% Manipulation
0 120% (10.8) 108% (9.7) 95% (8.6)
1 117% (10.5) 105% (9.5) 93% (8.4)
2 115% (10.4) 103% (9.3) 90% (8.1)
3 112% (10.1) 100% (9) 88% (7.9)
4 110% (9.9) 98% (8.8) 85% (7.7)
5 107% (9.6) 95% (8.6) 83% (7.5)
6 105% (9.5) 95% (8.6) 83% (7.5)
7 102% (9.2) 90% (8.1) 78% (7)
8 100% (9) 88% (7.9) 75% (6.8)
9 97% (8.7) 85% (7.7) 73% (6.6)
10 95% (8.6) 83% (7.5) 70% (6.3)
11 92% (8.3) 80% (7.2) 68% (6.1)
12 90% (8.1) 78% (7) 65% (5.9)
13 87% (7.8) 75% (6.8) 63% (5.7)
14 85% (7.7) 73% (6.6) 60% (5.4)
15 82% (7.4) 70% (6.3) 58% (5.2)
16 80% (7.2) 68% (6.1) 55% (5)
17 77% (6.9) 65% (5.9) 53% (4.8)
18 75% (6.8) 63% (5.7) 50% (4.5)
19 72% (6.5) 60% (5.4) 48% (4.3)
20 70% (6.3) 58% (5.2) 45% (4.1)

Example[edit]

Mortar Miss Radius Multiplier = 100% + (20% + Shooting Skill * -2.5%) - ( Max(Sight Percentage, 100%) - 100%) - 0.5*(Manipulation Percentage-100% )

Thus, for 20 Shooting Skill, 100% Sight, and 150% manipulation:

Mortar Miss Radius Multiplier = 100% + (20% + 20 * -2.5%) - (100% - 100%) - 0.5*(150%-100% ) = 45% (4.05 tiles)

The stats required for 0% MMRM can be found through algebra.

For skill 0: For skill 20:

0 = 100% + (20% + 0 * -2.5%) - (100% - 100%) - 0.5*(x-100% )

0 = 120% - 0.5x + 50%

x = 240% + 100%

x = 340% Manipulation

0 = 100% + (20% + 20 * -2.5%) - (100% - 100%) - 0.5*(x-100% )

0 = 100% + 20% - 50% - 0.5x + 50%

x = 2 * ( 100% + 20% - 50% + 50%)

x = 240% Manipulation

Version history[edit]

  • 1.3.3200 - Added. Previously there was no skill effect on mortar accuracy.