Melee Hit Chance
Revision as of 11:36, 24 April 2023 by Ickputzdirwech (talk | contribs) (updated. automation. short explanations)
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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