Difference between revisions of "Mortar Miss Radius Multiplier"
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+ | [[File:Minimum possible mortar radius.png|thumb|right|The smallest radius of landing sites possible. Rounds are targeted on the center tile with MMRM of 0%]] | ||
{{Stat | {{Stat | ||
| default base value = 1 | | default base value = 1 | ||
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| to string style = PercentZero | | to string style = PercentZero | ||
| description = A multiplier on the miss radius of a [[mortar]] used by this person. Smaller numbers means more accurate mortar shells. | | description = A multiplier on the miss radius of a [[mortar]] used by this person. Smaller numbers means more accurate mortar shells. | ||
+ | | category = PawnCombat | ||
}} This multiplier is applied to the miss radius of the mortar, currently this radius is {{#vardefine: mortarRadius | {{Q|Mortar|Miss Radius}}}}{{#var: mortarRadius}} tiles. | }} This multiplier is applied to the miss radius of the mortar, currently this radius is {{#vardefine: mortarRadius | {{Q|Mortar|Miss Radius}}}}{{#var: mortarRadius}} tiles. | ||
− | This stat still applies if the [[ | + | This stat still applies if the [[Classic mortars]] storyteller setting is turned on, however the base radius is increased to 13 tiles. |
+ | |||
+ | There is always some variation in landing place, even with a multiplier of 0% where there should nominally be no spread at all. The image to the right shows the smallest possible distribution. It is currently unknown at what MMRM this spread is achieved, as it likely is higher than 0%. | ||
== Factors == | == Factors == | ||
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* [[Manipulation]]: [[Manipulation Importance::-0.5|-0.5]]*(Manipulation Percentage-100%). [[Manipulation Limit::-|No]] Max. | * [[Manipulation]]: [[Manipulation Importance::-0.5|-0.5]]*(Manipulation Percentage-100%). [[Manipulation Limit::-|No]] Max. | ||
− | '''Note:''' The resulting radius in the table below assumes that the [[ | + | '''Note:''' The resulting radius in the table below assumes that the [[Classic mortars]] storyteller setting has ''not'' been enabled. |
{| class = "wikitable" width="180" style="text-align: center;" | {| class = "wikitable" width="180" style="text-align: center;" | ||
! rowspan=2 | Shooting Skill Level | ! rowspan=2 | Shooting Skill Level | ||
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== Example == | == Example == | ||
− | {{stub|section=1|reason= | + | {{stub|section=1|reason= As the smallest possible radius is larger than 1 tile, there is likely a limit before 0% that offers the same performance. It should be identified and added.}} |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|} | |} | ||
− | + | The stats required for 0% MMRM can be found through algebra. | |
{| class="wikitable" | {| class="wikitable" |
Latest revision as of 12:03, 26 March 2025
Mortar Miss Radius Multiplier is a stat: A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. Its minimum allowed value is 0%. Its default value is 100%. This multiplier is applied to the miss radius of the mortar, currently this radius is 9 tiles.
This stat still applies if the Classic mortars storyteller setting is turned on, however the base radius is increased to 13 tiles.
There is always some variation in landing place, even with a multiplier of 0% where there should nominally be no spread at all. The image to the right shows the smallest possible distribution. It is currently unknown at what MMRM this spread is achieved, as it likely is higher than 0%.
Factors[edit]
- Shooting: 20% plus -2.5% per skill level.
- Sight: -1*(Sight Percentage-100%). 100% max
- Manipulation: -0.5*(Manipulation Percentage-100%). No Max.
Note: The resulting radius in the table below assumes that the Classic mortars storyteller setting has not been enabled.
Shooting Skill Level | Mortar Miss Radius Multiplier (Resulting Radius) | ||
---|---|---|---|
100% Manipulation | 125% Manipulation | 150% Manipulation | |
0 | 120% (10.8) | 108% (9.7) | 95% (8.6) |
1 | 117% (10.5) | 105% (9.5) | 93% (8.4) |
2 | 115% (10.4) | 103% (9.3) | 90% (8.1) |
3 | 112% (10.1) | 100% (9) | 88% (7.9) |
4 | 110% (9.9) | 98% (8.8) | 85% (7.7) |
5 | 107% (9.6) | 95% (8.6) | 83% (7.5) |
6 | 105% (9.5) | 95% (8.6) | 83% (7.5) |
7 | 102% (9.2) | 90% (8.1) | 78% (7) |
8 | 100% (9) | 88% (7.9) | 75% (6.8) |
9 | 97% (8.7) | 85% (7.7) | 73% (6.6) |
10 | 95% (8.6) | 83% (7.5) | 70% (6.3) |
11 | 92% (8.3) | 80% (7.2) | 68% (6.1) |
12 | 90% (8.1) | 78% (7) | 65% (5.9) |
13 | 87% (7.8) | 75% (6.8) | 63% (5.7) |
14 | 85% (7.7) | 73% (6.6) | 60% (5.4) |
15 | 82% (7.4) | 70% (6.3) | 58% (5.2) |
16 | 80% (7.2) | 68% (6.1) | 55% (5) |
17 | 77% (6.9) | 65% (5.9) | 53% (4.8) |
18 | 75% (6.8) | 63% (5.7) | 50% (4.5) |
19 | 72% (6.5) | 60% (5.4) | 48% (4.3) |
20 | 70% (6.3) | 58% (5.2) | 45% (4.1) |
Example[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: As the smallest possible radius is larger than 1 tile, there is likely a limit before 0% that offers the same performance. It should be identified and added.. |
Mortar Miss Radius Multiplier = 100% + (20% + Shooting Skill * -2.5%) - ( Max(Sight Percentage, 100%) - 100%) - 0.5*(Manipulation Percentage-100% ) |
Thus, for 20 Shooting Skill, 100% Sight, and 150% manipulation:
Mortar Miss Radius Multiplier = 100% + (20% + 20 * -2.5%) - (100% - 100%) - 0.5*(150%-100% ) = 45% (4.05 tiles) |
The stats required for 0% MMRM can be found through algebra.
For skill 0: | For skill 20: |
---|---|
0 = 100% + (20% + 0 * -2.5%) - (100% - 100%) - 0.5*(x-100% ) 0 = 120% - 0.5x + 50% x = 240% + 100% x = 340% Manipulation |
0 = 100% + (20% + 20 * -2.5%) - (100% - 100%) - 0.5*(x-100% ) 0 = 100% + 20% - 50% - 0.5x + 50% x = 2 * ( 100% + 20% - 50% + 50%) x = 240% Manipulation |
Version history[edit]
- 1.3.3200 - Added. Previously there was no skill effect on mortar accuracy.