Difference between revisions of "Precision"

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(note on defense skill cap)
m (don't think that 70% figure has been true in a long time)
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** 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.
 
** 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.
  
* Base precision (with zero attack skill against zero defense skill and no other modifiers) is '''70%'''.
+
* Base precision (with zero attack skill against zero defense skill and no other modifiers) is '''70%'''.{{verify}}
  
 
* 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.

Revision as of 10:03, 20 February 2018

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. 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.
  • Base precision (with zero attack skill against zero defense skill and no other modifiers) is 70%.Verify

Modifiers

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

Skill

Attacker's and defender's skills are the main factors in precision calculation.

Attack skill
Increases precision, helps counteract defense skill effect.
Defense skill
Supposedly, dodge/evasion can reduce chance to hit by up to 60% (if evasion/dodge rating is twice the attacker's effective attack skill)[1]
In practice, the effect of defense skills appears to be limited only by the hard limit of 10% minimum precision, at extremely high skill levels.
AoE attacks cannot be completely avoided with defense skill, but evasion decreases their damage.

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.
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.