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I doubt that, pretty sure it is the probability per shot, feels like it when using the freezing ice sword/mortar/bows.
That's not how percentages work. Going based on the per attack assumption, because you are doing that here and I don't see how per turn could roll, when attacked by the menace each hit has a 12% chance to stun like you said. Since that 12% would roll 6 separate times we'll start with a 100% chance to NOT get stunned multiplied by the inverse percentage (88%) 6 times because that is the actual chance to not get stunned with this weapon. 100 * .88 * .88 * .88 * .88 * .88 * .88 = 46.44% chance to NOT get stunned. Subtracting that from 100 will give a 53.55% (roughly) chance for the weapon to stun a unit each turn assuming all attacks land.
However, with all the factors that archers have including blocked shots, miss chance, and attacking already stunned units the actual odds of stunning multiple units (or even at least one) are much lower.
It also makes sense to provide statistics per turn since you don't know how many times a unit shoots (and in fact there is/used to be variance in the number of shots per turn as well).
You 2 are trying to say the same thing, you just express it differently.
Indeed percentage don't add up like the OP suggested, the technomancer is correct in his math, he said at the end, "assuming all attack lands" but all attacks rarely lands, you can completely miss and hit an empty tile, it can be dodged, countered/deflected. So the real percentage isnt all that big. Besides, If you hit a single target, it can be stunned only once, so if you stun it with the first shot, the next 5 shots obviously won't apply the stun again on that target.
Every shot on every target (intentional or accidental) has 12% chance to stun on hit, assuming it isnt a miss/dodged/deflect, and provided the target isn't already stunned with the same effect.
Well this is uncharted territory, we don't have numbers to work with and there are different parameters that come into play here. Pretty sure units have different accuracy base settings indeed, from what I've experienced, i assume the followings:
- most ranged have better accuracy the closer to their targets (might not be true for mortars, unicorn and wraith, since their favorite targets aren't their closest range)
- mortars seems to aim a bit better than unicorns
- bots and octo never misses unless blind or debuffed (but they can be dodged)
other than that, I don't think that different mortars have different base accuracy settings, same goes bows. Can't be entirely sure though.
Go into local 1v1 and see for yourselves. I used a lvl 1 Down Under bow (11% stun according to house) for 60 turns (~240 shots total, only a few misses) in perfect conditions (one hex away from enemy without shield) and got 3 stuns total. It's definitely not 11% per hit.
Considering the cyclops light sword icon shows the knockback chance per turn, I think it's safe to assume the stun icon does the same.
I tried out AoE stuns in a similar test and their chances appear to be per target and per turn (didn't do as much research on them though)
Could it be that the displayed chance works very similar to displayed damage? As in: It's split over the number of attacks? So in the same way that a 6 damage med sword would deal up to 6 in one hit, but a 6 damage light sword would deal a pair of hits up to 3... Could the percentages be a rough cumulative amount? In other words: "If all of your attacks hit, this is roughly what it would work out to be"?
For example: A light bow with a 34% of, say, freeze, would work out to be 6% per arrow. Something showing 11% would work out to be 2% per arrow (or 3% for heavy bows)... which certainly leans more towards the sorts of results I see.
It might explain why they are such unusual numbers like 9, 11 or 32 - where the single-shot weapons tend to have rounder numbers like 15, 20, 75 and so on.
I'm pretty sure my post above is correct.
House damage is average damage per turn, which in some cases isn't just max amount of hits per turn added together, as troll moms for example are not always gonna have 4 babies spawned, and shroom's total damage can vary a lot depending on amount of targets poisoned
So if both attacks hit, it would work out to be 51% "per turn" because each attack can separately hit for 30% (i.e. there are 2 rolls of the dice) as opposed to a single one-off roll of 51% for the entire turn. If that makes sense?
The house readout is summarizing what a fighter is capable of per TURN on average, and takes things like accuracy into consideration as well as how many total strikes the weapon will make, crit chance, passive bonus, weight penalty, etc.