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Accuracy

1,292 bytes added, 03:04, 4 February 2023
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'''Accuracy''' is a term referring to a character's chances of hitting a target. They are determined by two '''Accuracy statistics''': '''Failure Threshold (FT) and Inaccuracy Range (IR)'''.
 
"Accuracy" can also be used as a general term to refer to both stats (e.g. "an accuracy of FT 6 IR 2").
The '''Failure Threshold''' is the primary accuracy statistic. It is expressed as a numeric value (sometimes prefixed with "FT", e.g. '''FT 6'''), which cannot be lower than 3 nor higher than 10, which represents the maximum [[Combat mode#Accuracy resolution|dice score]] needed for an attack roll to be considered a '''miss'''. In other words, for a shot, a swing, or any kind of attack to hit, '''you must roll above FT'''.
By default, with no modifiers from [[Skills]] or [[Effects]], a character's FT is '''6''', meaning that the default minimum score required to hit is '''7'''. This means that '''lower is better'''.
IR is meant to be read as a range above FT in which hits will be considered inaccurate. '''"IR 2"''', for instance, means '''2 points above FT'''. Any dice score value that is '''above FT but under FT+IR''' will be an '''inaccurate hit'''.
By default, with no modifiers from [[Skills]] or [[Effects]], a character's IR is '''2'''. Assuming For example, with the default accuracy of FT 76 and IR 2, meaning that rolling 8 7 or 9 8 (the 2 points above FT) will result in an '''inaccurate hit''', and the minimum score required for a full hit is '''109'''. This means that '''lower is better'''. === IR and negative values === As stated above, IR has no upper or lower limit, and it is possible for a character's IR to reach negative values. On its own, a negative IR has the same effects as an IR of 0. However, it may act as a "buffer" for subsequent effects that would increase IR, such as for example from [[Recoil]]. Example: Paulie is using a [[Colt M4A1]], a [[5.56x45mm NATO]] combat rifle ([[Recoil]] level 2), and has [[Skills|Expert skill level]] in both semi-auto rifle and automatic rifle. No matter which fire mode he uses his weapon with, he benefits from a starting accuracy of '''FT 6 IR 0'''.* Paulie's M4A1 was [[Maze Customs|modified]] so it has quad rails, and he added a [[Weapon accessories#Foregrips|foregrip]] to his weapon, giving him an additional IR-1 bonus. He now has '''FT 6 IR -1'''.* When in combat, if Paulie fires more than 10 shots in a row, as per [[Recoil]] rules, his entire string of fire would gain IR +1. However, because that would mean his IR would increase back to 0, Paulie effectively has the same accuracy, Paulie has effectively the same accuracy, whether he fires 10 shots or 20.
= Criticals =
Regardless of accuracystats, if a '''2''' is rolled, it is a '''critical failure''' (the corresponding [[Tsuchinoko (bot)|Tsuchinoko]] command is '''&critfail''').<br/>Similarly, if a '''12''' is rolled, it is a '''critical hit''' or a '''critical success''' (corresponding command: '''&critwincrithit''').
Whenever a critical is performedoccurs, the corresponding command must be rolled to determine what the effects are.
=== Critical failure effects ===
| '''Attack roll result''' || '''What happens''' || '''Effects'''
|-
| '''12''' || Critical hit || Treated as a hit. Roll '''&critwincrithit''' to determine additional effects.
|-
| '''> (FT + IR)''' || Hit || Attack hits the target as intended.
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