Khitrir: Difference between revisions
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Vehicle type different ap costs. | Vehicle type different ap costs. | ||
{| class=wikitable" style="background-color: black; align=center | {| class=wikitable" style="background-color: black; align=center; border: 1px solid white; color: white;" | ||
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! colspan="5" | [[Alien Wildlife]] | ! colspan="5" | [[Alien Wildlife]] | ||
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| [[File:Badge alien light 234x234.png|48px|link=Alien Spiderling]] | |||
| [[File:Badge alien light 234x234.png|48px|link=Alien Spiderling]] | |||
| [[File:Badge alien light 234x234.png|48px|link=Alien Spiderling]] | |||
| [[File:Badge alien light 234x234.png|48px|link=Alien Spiderling]] | |||
| [[File:Badge alien light 234x234.png|48px|link=Alien Spiderling]] | | [[File:Badge alien light 234x234.png|48px|link=Alien Spiderling]] | ||
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| [[Alien Spiderling|Spiderling]] | |||
| [[Alien Spiderling|Spiderling]] | |||
| [[Alien Spiderling|Spiderling]] | |||
| [[Alien Spiderling|Spiderling]] | |||
| [[Alien Spiderling|Spiderling]] | | [[Alien Spiderling|Spiderling]] | ||
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Revision as of 05:03, 21 April 2026
Expexted accueXy per tile Damage per tile Post accuracy damage ler tile Post accuracy armor damage per tile Armor pen per tile
Questions: How do range expansions interact with this?
How do pirate speed, Pike's Perk, and the ap drug stack?
Vehicle type different ap costs.
| Alien Wildlife | ||||
|---|---|---|---|---|
| Spiderling | Spiderling | Spiderling | Spiderling | Spiderling |
Event page
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REDACTED UNDER ZERO DAGGER PROTOCOL access: denied #######
access: granted |
C+P from the discord I've been working on a tool to generate the Acc/Dmg graphs for the wiki. The logic I came up with, based purely on looking at the graphs and weapon stats, is as follows: To display the graph, you only need seven parameters: MinRange, MaxRange, IdealRange, AccModifier, AccDropoff, Damage, and DamageDropoff. The x-axis shows values from 1 to 15 and the y-axis shows values from 0 to 100.
Generating accuracy curve:
- The IdealRange determines the x-value at which the accuracy is highest. The point `(x, y) = (IdealRange , 50)` therefore becomes the starting point of the accuracy curve.
- AccModifier simply adds its value to the initial accuracy at x = IdealRange. Therefore, we actually start at `(IdealRange, 50 + AccModifier)`.
- The curve then descends linearly in both directions using the absolute distance from IdealRange in tiles * AccDropoff. For each y value, it is `(50 + AccModifier) – abs(x – IdealRange) * abs(AccDropoff)`.
- Then all values outside the {MinRange, MaxRange} range are cut off
Generating damage curve:
- For most weapons, the displayed in-game curve starts at y = 100 and drops off using the DamageDropoff parameter. At y = 100, the damage is at 100%, so the dropoff needs to be relative to this (`relativeDMGDropoff = (DamageDropoff * 100) / Damage`) - Then, calculate the damage curve similarly to the accuracy curve above, but this time only dropping off in one direction. - Finally, cut off all values outside the MinRange and MaxRange. - Should the damage drop-off be 0, the game usually starts the damage curve at y = 50 instead of y = 100.


