Accuracy

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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).


Failure Threshold

"Failure Threshold" and "FT" redirect here.

The Failure Threshold is the primary accuracy statistic. It is expressed as a numeric value (sometimes prefixed with "FT", e.g. FT 7), which cannot be lower than 3 nor higher than 10, which represents the maximum 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.


Inaccuracy Range

"Inaccuracy Range" and "IR" redirect here.

Inaccuracy Range is the secondary accuracy statistics. It is expressed as a numeric value (sometimes prefixed with "IR", e.g. IR 2), which technically has no upper or lower limit (and may even go in the negatives).

IR determines whether a hit is considered to be a normal (or "full") hit or an inaccurate hit. Inaccurate hits do 0.7x Pain and Limb Damage compared to full hits. They are meant to represent poorly or improperly aimed shots, grazing or glancing blows, and other things that are technically hits but would not deal full damage to a target.

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 FT 7, meaning that rolling 8 or 9 (the 2 points above FT) will result in an inaccurate hit, and the minimum score required for a full hit is 10.


Criticals

Regardless of accuracy, if a 2 is rolled, it is a critical failure (the corresponding Tsuchinoko command is &critfail).
Similarly, if a 12 is rolled, it is a critical hit or a critical success (corresponding command: &critwin)

Whenever a critical is performed, the corresponding command must be rolled to determine what the effects are.

Critical failure effects

A critical failure may result in any of the following effects being applied for that hit:

  • Weapon loses Condition; ranging from 100 to 2000
  • Weapon failures: Weapon loses Condition (ranging from 50 to 1000) and sustains a weapon failure, the type of which depends on the type of weapon (usually only firearms can sustain weapon failures). If no corresponding weapon failure exists, the listed Condition loss is doubled instead.

Critical success effects

A critical success may result in any of the following effects being applied for that hit:


Accuracy table

Attack roll result What happens Effects
12 Critical hit Treated as a hit. Roll &critwin to determine additional effects.
> (FT + IR) Hit Attack hits the target as intended.
> FT, but < (FT + IR) Inaccurate hit Attack hits the target, but at reduced effectiveness. 0.7x Pain and Limb Damage.
< FT Miss Attack misses entirely, dealing no damage to the target
2 Critical failure Treated as a miss. Roll &critfail to determine additional effects.