Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Weapons do not have base ranged accuracy. It comes from the unit.
SkyRays have 8 base ranged accuracy +2 from Twin-Linked +1 from Networking Markerlight, so 11 for the main weapon.
8 base ranged accuracy +1 from Networking Markerlight for the Seeker Missile, so 9.
Add a *0.67 multiplier.
All flyers apply a hidden -33% ranged accuracy to all weapons that hit them that are not:
- From an air unit
OR
- With the Skyfire trait.
This hidden modifier is known to affect accuracy (and not another stat), because you can see very low accuracy weapons (e.g fully demoralized Tankbustas) go red when targetting a flying unit (but not one when targetting a land unit)
It's very surprising for me that:
- Velocity Tracker does not ignore this penalty (as Skyfire does, although admittedly the flyer trait specifically only mentions Skyfire)
- The penalty is not cancelled by Velocity Tracker (As usually all modifiers are additive so -33% from flyer and +33% from Velocity Tracker should compensate.)
The conclusion is that this -33% ranged Accuracy against flyers seems to be a rare multiplicative modifier, applied after all additive modifier to accuracy.
I forgot to include penalty for attacking fliers in my calculations assuming sky ray is by default anti air.
Adding this it looks things works fine.
Thing is Velocity tracker doesn’t simply negate flyer penalty but add on top of that making it overall different multiplicator.
So, without velocity tracker you apply 0.67 in formula, but if you have it then it is 0.67(penalty)*1.33(vel. Tracker) what is 0.89 and then all calculations and game result match.
It works same on Sky Ray as well on battlesuites with velocity tracker module installed.
Thanks for helping me demystifying this strange setup.
Does red mean below 2? It should be 4*0.67(broken)*0.67(flyer)= 1.8. If flyer is also vehicle does Rokkit Launcha get +2 for penetration or it is just against tanks.
It does. The trait says "vehicles" not "tanks" (like the Tank Commander does).
After playing this for years still there are new things to learn!
Have a nice day man.
On some cases, weapons *can* have a base stat set to them on the weapon itself, though this is rare. On a mod I'm working on, I'm also setting every accuracy to be on the weapon itself, not the character.
*Almost* all calculations are done sequentially and multiplicatively, which means that if you have any one element that is below 100% or higher than 100%, it's going to affect everything else. But there are a few exceptions. The idea is that this confirms what Jey said about the Velocity Tracker bonus interacting with the Air unit hidden accuracy penalty.
The bonuses and penalties are only calculated additively when they are done by attribute increase, instead of a percentage. For example, +2 Accuracy is equivalent to roughly 16,66% increased accuracy, which gets rounded to 17%, again *MOST* of the time (but there are exceptions).
I believe you actually *can* lower accuracy below 2, because I have been able to get accuracy to 0, and it makes it so the unit causes zero damage, which makes it unable to target enemies at all. And if you make it so they have 0 accuracy against specific targets, such as flyers, they can attack everything but that target.
On my mod, Golden Tooltips, the interface is revamped to help clarify how many of these bonuses work. I was brought here by a user who commented on it asking about this issue you were facing.
This is wrong.
Get a Malanthrope and Spirite.
Use both of their -50% attacks skill on a termagant.
-> The Termagant has exactly 0 attacks (you'd expect it to be 0.25 if done multiplicatively)
Make the Termagant walk on a Skull Altar
-> The termagant has exactly 0.17 attack (you'd expect it to still be 0 if it was done additively for same type and multiplicatively for opposed signs)
I'm unclear what you mean by that, but it's definitely misleading.
On a 4 accuracy unit, +2 accuracy is equal to a +50% increase on the final damage dealt.
No, you cannot.
You can fix accuracy to 0, which is done on the Doomsday Ark main cannon for example with the High Power/Low Power trait.
You cannot lower it.
For example if you made a trait that gives -100% accuracy, the unit would still have 2 accuracy.
An Accuracy of 4 allows the unit to cause 33% of its base weapon damage, if there are no other effects. In this case, +2 Accuracy would add 17% of its base weapon damage, leading it to cause 50% of the base weapon damage, which is also +50% of 33% ( 33% / 2 = 16,5%, rounded to 17% ).
If the character had an Accuracy of 8, +2 Accuracy would increase the damage from 66% to 83% of the base weapon damage, which is not 50% more of 66% (that would be 99%, rounded to 100%).
This can be confirmed by just reading the numbers of various units in the game with different Accuracy values. You will see units that have Accuracy 8 as an attribute have 66% accuracy in terms of weapon damage, and Accuracy 4 has 33%, and Accuracy 10 have 83%, and so on.
Got it, thanks for clarifying.