Difference between revisions of "Precision"

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m (→‎Basics: changed aoe miss explanation now that there is an aoe attack with radius < 3)
 
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* Precision limits are '''10—95%''' for targeted attacks, '''15—90%''' for AoE attacks (such as grenades).
 
* Precision limits are '''10—95%''' for targeted attacks, '''15—90%''' for AoE attacks (such as grenades).
 
** AoE attacks targeted right at your feet or adjacent tiles will always have '''100%''' chance to hit.
 
** AoE attacks targeted right at your feet or adjacent tiles will always have '''100%''' chance to hit.
** Area of effect attacks can land up to '''3''' tiles away from targeted location. Thus, area of effect attacks with radius of 3 or greater will hit at least the primary tile they're targeted at even on a miss.
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** Area of effect attacks can land up to '''3''' tiles away from targeted location on a missed attack.
  
* Base precision (with zero attack skill against zero defense skill and no other modifiers) is '''70%'''.
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{{hiddensection|
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:* List of area of effect attacks|
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:: Up to date for version [[1.1.1.4]].
 +
::* [[Cooked Shot]]
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::* Throwing [[Flare]]s
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::* Throwing [[Caltrops]] of any kind
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::* Throwing [[Gas Grenade]]s of any kind
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::* Throwing Grenades
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:::* Excluding [[Vanishing Powder Grenade]]
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::* [[Ethereal Torch]] {{expedition-inline}}
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::* [[Cryokinetic Orb]]
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::* [[Pyrokinesis]]
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::* [[Protectorate Dreadnought|Dreadnought]] Rocket
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::* [[Devastator]] jet ski Fusion Cannon {{expedition-inline}}
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::* [[Shark]] jet ski Harp-1 Rocket {{expedition-inline}}
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::* [[Electromagnetic Burst]] of Greater Coil Spiders
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::* [[Throw Carried Object]] used by various NPCs
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::* [[Naga Protector]] Fusion Cannon {{expedition-inline}}
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}}
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* Base precision (with equal attack and defense skills, no other modifiers) is '''70%'''.
  
 
* Most psi attacks always hit their target. However, [[Pyrokinesis]] are [[Cryokinetic Orb]] are AoE attacks. Their precision is derived from [[Metathermics]] skill.
 
* Most psi attacks always hit their target. However, [[Pyrokinesis]] are [[Cryokinetic Orb]] are AoE attacks. Their precision is derived from [[Metathermics]] skill.
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== Modifiers ==
 
== Modifiers ==
Precision is affected by many different modifiers, especially in ranged combat. Some precision penalties cannot be mitigated with weapon skill alone.
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Precision is affected by many different modifiers, especially in ranged combat. Many of the precision penalties cannot be mitigated with weapon skill alone.
  
 
=== Skill ===
 
=== Skill ===
Attacker's and defender's skills are the main factors in precision calculation.
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Attacker's and defender's skills are the base factors in hit chance calculation.
  
 
;Attack skill
 
;Attack skill
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;Defense skill
 
;Defense skill
: Dodge/evasion can reduce chance to hit by up to '''60%''' (if evasion/dodge rating is twice the attacker's effective attack skill)[http://underrail.com/forums/index.php?topic=794.msg4438#msg4438]
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: Evasion can lower chance to hit down to '''40%''' if evasion rating is twice the attacker's effective attack skill. Other factors in ranged combat can further lower hit chance down to '''10%'''.
: AoE attacks cannot be completely avoided with defense skill, but evasion decreases their damage.
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: Dodge can lower chance to hit down to '''10%''' if dodge rating is thrice the attacker's effective attack skill.
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: AoE attacks cannot be completely avoided with defense skill, but evasion decreases their damage up to '''85%'''.
  
 
=== Environment ===
 
=== Environment ===
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: Darkness plays a large role in ranged weapon precision. Most areas in Underrail are dark and the penalty is quite high, especially at long ranges.
 
: Darkness plays a large role in ranged weapon precision. Most areas in Underrail are dark and the penalty is quite high, especially at long ranges.
 
: Darkness penalty can be completely counteracted with [[Night Vision]], or lowered with flares, fire and/or other ambient light sources.
 
: Darkness penalty can be completely counteracted with [[Night Vision]], or lowered with flares, fire and/or other ambient light sources.
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: Certain critters have darkvision, allowing them perfect vision in darkness.
  
 
;Distance and optimal range
 
;Distance and optimal range
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;Other weapon modifiers
 
;Other weapon modifiers
 
: Weapons may have attachments or other modifiers that change their base precision or burst precision.
 
: Weapons may have attachments or other modifiers that change their base precision or burst precision.
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=== Vehicle ===
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When attacking from a vehicle, the hit chance is multiplied by the vehicle's Stability.
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== Calculation order ==
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This calculation varies slightly between melee, ranged and throwing weapons. This example is for ranged weapons.
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First, the basic hit chance is calculated with <code>skill modifier * lighting modifier * range modifier + weapon precision bonus</code> and limited between the min/max values of 10% and 95%.
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Next, the following additive modifiers are added:
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* Weapon hit chance modifiers
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* Weapon low durability penalty
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* Weapon Close Quarters penalty
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* Weapon Move and Shoot penalty
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* Weapon Strength requirement penalty
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* Weapon skill requirement penalty
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* [[Expert Evasion]] veteran feat{{expedition-inline}}
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* [[Precognition]] psi ability{{expedition-inline}}
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Then the hit chance is again limited between 10% and 95%.
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Finally, if the attacker is in a vehicle, the hit chance is multiplied by vehicle stability percentage.
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== External links ==
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* http://underrail.info/junk/precision.html — A simple calculator showing attack/defense skills required to attain certain hit/miss chances.
  
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 21:18, 9 October 2022

Precision or chance to hit determines chance of an attack hitting its target and the precision of area of effect attacks.

Basics

Precision is based on attacker's weapon skill against defender's defense skill and a large number of other factors. Precision is calculated the same way for both the player character and all non-player characters. Your precision is displayed on the right side of the attack cursor.

  • Precision limits are 10—95% for targeted attacks, 15—90% for AoE attacks (such as grenades).
    • AoE attacks targeted right at your feet or adjacent tiles will always have 100% chance to hit.
    • Area of effect attacks can land up to 3 tiles away from targeted location on a missed attack.
  • List of area of effect attacks
Up to date for version 1.1.1.4.
  • Base precision (with equal attack and defense skills, no other modifiers) is 70%.

Modifiers

Precision is affected by many different modifiers, especially in ranged combat. Many of the precision penalties cannot be mitigated with weapon skill alone.

Skill

Attacker's and defender's skills are the base factors in hit chance calculation.

Attack skill
Increases precision, helps counteract defense skill effect.
Defense skill
Evasion can lower chance to hit down to 40% if evasion rating is twice the attacker's effective attack skill. Other factors in ranged combat can further lower hit chance down to 10%.
Dodge can lower chance to hit down to 10% if dodge rating is thrice the attacker's effective attack skill.
AoE attacks cannot be completely avoided with defense skill, but evasion decreases their damage up to 85%.

Environment

Environmental modifiers affect chance to hit in ranged combat.

Darkness
Darkness plays a large role in ranged weapon precision. Most areas in Underrail are dark and the penalty is quite high, especially at long ranges.
Darkness penalty can be completely counteracted with Night Vision, or lowered with flares, fire and/or other ambient light sources.
Certain critters have darkvision, allowing them perfect vision in darkness.
Distance and optimal range
Precision decreases with distance for all ranged weapons including AoE weapons.
Precision further decreases beyond weapon's optimal range.

Weapon

Weapons can have additional modifiers to precision.

Low durability
Any Degraded Weapon or Heavily Degraded Weapon loses more precision the more degraded it is, all the way down to the minimal 10% chance to hit.
Move and Shoot penalty
Crossbows and rifles may have move penalty which decreases their precision if the user is not Focused. (Has moved during the current turn)
Close Quarters penalty
Crossbows and rifles may also have a precision penalty when foes are at melee range. Close quarters penalty only applies In Combat against hostile targets.
Strength requirement
Long guns and heavy melee weapons have a strength requirement. If the requirement is not met, precision is multiplied by current strength divided by required strength.
Other weapon modifiers
Weapons may have attachments or other modifiers that change their base precision or burst precision.

Vehicle

When attacking from a vehicle, the hit chance is multiplied by the vehicle's Stability.

Calculation order

This calculation varies slightly between melee, ranged and throwing weapons. This example is for ranged weapons.

First, the basic hit chance is calculated with skill modifier * lighting modifier * range modifier + weapon precision bonus and limited between the min/max values of 10% and 95%.

Next, the following additive modifiers are added:

  • Weapon hit chance modifiers
  • Weapon low durability penalty
  • Weapon Close Quarters penalty
  • Weapon Move and Shoot penalty
  • Weapon Strength requirement penalty
  • Weapon skill requirement penalty
  • Expert Evasion veteran feat E
  • Precognition psi ability E

Then the hit chance is again limited between 10% and 95%.

Finally, if the attacker is in a vehicle, the hit chance is multiplied by vehicle stability percentage.

External links