More actions
→Hit Math: stating "what hits" to avoid having to double negative with "what doesn't miss" |
→Synopsis and number generation: Completely rewrote again because it felt awkward to read |
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== Synopsis and number generation == | == Synopsis and number generation == | ||
''Hit Chance'' is an exponent expression that gives an accuracy percentage based on two terms: tracking and range. The closer either term is to zero, the better the chance of a hit (because any number raised to the power of zero becomes 1.00, or, for our purposes, 100%). These two terms, and thus the hit chance value, are determined by the two ships involved and their movement relative to each other. | |||
When a turret shot is fired, the game generates a random decimal number between 0 and 1. This number is then used in the '''[[#Hit Math|Hit Math]]''' and '''[[#Damage|Damage]]''' equations described below. In order for a shot to hit, the random number must be ''below'' the calculated hit chance. However, the lower the random number, the less damage the shot will deal on a hit. | |||
Every turret shot (which hits) will deal between 50% and 149% (or, very rarely, 300%) of the damage listed in the fitting window. A turret's damage (as shown in the fitting window) is calculated by multiplying the ammunition's base damage by the turret's Damage Multiplier attribute. | |||
=Hit chance= | =Hit chance= | ||