Accuracy formula: Difference between revisions
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== % 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. | |||
Revision as of 08:47, 25 April 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.