Difference between revisions of "Accuracy formula"

From UFOpaedia
Jump to navigation Jump to search
Line 14: Line 14:
 
-----
 
-----
 
''[ [[User:NKF|NKF]] - Addendum: I think it's best to say that the accuracy value is the level of accuracy that the bullet leaves the gun or the initial firing angle of the bullet. <br><br>The bullet, after it leaves the gun, is then subjected to outside forces that can make a pefect 100+% accurate launched bullet miss its target. I like to blame it on integer rounding or in other words, decimal point truncation. If a bullet was mean to have a travel velocity of 1.25 map points on its X axis per update, integer rounding causes the .25 to be truncated, so the bullet only increases at 1 points per update. As I don't really know what's going underneath, this is best treated as an educated guess and no more. Anyway, in this case, distance can indeed play a factor in accuracy.<br><br>If the bullet is meant to go way off its mark, as long as its line of travel happens to make it pass through the hit box of the alien you were aiming at (or anyone that just happens to be in the path of the bullet's trajectory), is counted as a hit. A technical hit, but a hit nonetheless!<br><br>Another line of thought regarding drift is that the game may purposely introduce a very minor drift value to every attack. A random value may explain why it isn't always apparent. It may be a simulation of gravity or even wind. I find this less likely a <strike>excuse</strike> reason than decimal point truncation, but it's still a possibility worth considering.]''
 
''[ [[User:NKF|NKF]] - Addendum: I think it's best to say that the accuracy value is the level of accuracy that the bullet leaves the gun or the initial firing angle of the bullet. <br><br>The bullet, after it leaves the gun, is then subjected to outside forces that can make a pefect 100+% accurate launched bullet miss its target. I like to blame it on integer rounding or in other words, decimal point truncation. If a bullet was mean to have a travel velocity of 1.25 map points on its X axis per update, integer rounding causes the .25 to be truncated, so the bullet only increases at 1 points per update. As I don't really know what's going underneath, this is best treated as an educated guess and no more. Anyway, in this case, distance can indeed play a factor in accuracy.<br><br>If the bullet is meant to go way off its mark, as long as its line of travel happens to make it pass through the hit box of the alien you were aiming at (or anyone that just happens to be in the path of the bullet's trajectory), is counted as a hit. A technical hit, but a hit nonetheless!<br><br>Another line of thought regarding drift is that the game may purposely introduce a very minor drift value to every attack. A random value may explain why it isn't always apparent. It may be a simulation of gravity or even wind. I find this less likely a <strike>excuse</strike> reason than decimal point truncation, but it's still a possibility worth considering.]''
 +
-----
 +
'''The OSG states that the modifiers are additive, not multiplied. So, say BCTH is 50%, kneeling would make it 65% (50 + 15), rather than 57.5% (50 x 1.15).''' --[[User:Danial|Danial]] 07:26, 11 Oct 2005 (PDT)

Revision as of 14:26, 11 October 2005

% Chance to Hit = a * b * c * d * e * f, where

  • a = % Accuracy Stat of soldier (e.g. 88 for Bob)
  • b = % Accuracy of weapon/shot (e.g. 30% for rifle snap shot)
  • c = Kneeling bonus (115% if kneeling, 100% if standing)
  • d = One-handed penalty (80% if firing rifle without a free hand, 100% /pistol, 100% /rifle with a free hand)
  • e = Wounds penalty (% Health remaining)
  • f = Critical wounds penalty (100% - (10% for each critical wound, up to 90%))

Close Range

The accuracy formula is NOT affected by distance - if you have a 100% chance to hit, you will hit, at any range - but 'missed' shots still have a chance to hit if their randomly distributed path takes them through the target tile. This is why burst shots are your best choice at close range - even if the calculated accuracy is bad, it's still hard to miss.

From work by NKF-sensei, reworded by --JellyfishGreen 09:49, 25 Apr 2005 (BST)


[ NKF - Addendum: I think it's best to say that the accuracy value is the level of accuracy that the bullet leaves the gun or the initial firing angle of the bullet.

The bullet, after it leaves the gun, is then subjected to outside forces that can make a pefect 100+% accurate launched bullet miss its target. I like to blame it on integer rounding or in other words, decimal point truncation. If a bullet was mean to have a travel velocity of 1.25 map points on its X axis per update, integer rounding causes the .25 to be truncated, so the bullet only increases at 1 points per update. As I don't really know what's going underneath, this is best treated as an educated guess and no more. Anyway, in this case, distance can indeed play a factor in accuracy.

If the bullet is meant to go way off its mark, as long as its line of travel happens to make it pass through the hit box of the alien you were aiming at (or anyone that just happens to be in the path of the bullet's trajectory), is counted as a hit. A technical hit, but a hit nonetheless!

Another line of thought regarding drift is that the game may purposely introduce a very minor drift value to every attack. A random value may explain why it isn't always apparent. It may be a simulation of gravity or even wind. I find this less likely a excuse reason than decimal point truncation, but it's still a possibility worth considering.]


The OSG states that the modifiers are additive, not multiplied. So, say BCTH is 50%, kneeling would make it 65% (50 + 15), rather than 57.5% (50 x 1.15). --Danial 07:26, 11 Oct 2005 (PDT)