Khitrir: Difference between revisions

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{| class""wikitable" style="background-color: #1b2721; align=center; border: 1px solid white; color: white; border-spacing: 0px; border-collapse: separate; font-variant: small-caps; text-align: center; font-size:small;"
{| class""wikitable" style="background-color: #1b2721; align=center; border: 1px solid white; color: white; border-spacing: 0px; border-collapse: separate; font-variant: small-caps; text-align: center; font-size:small;"
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| colspan="9" style="background-color: #1b2721; align=center; border: 1px solid white;| <big>'''[[Alien Wildlife|alien wildlife orbat]]'''</big>
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| colspan="4" style="width:20em; text-align: right"|[[File:Badge alien queen 234x234.png|32px|link=Alien Queen]]
| colspan="4" style="width:20em; text-align: right"|[[File:Badge alien queen 234x234.png|32px|link=Alien Queen]]
| |<small>hq|cavalry</small><br>[[Alien Queen|queen]]
| |<sub>hq|cavalry</sub><br>[[Alien Queen|queen]]
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| rowspan="2" style="height:2em; width:5em;"|<small>armored|artillery</small><br>[[File:Squad badge bugs bombardier 234x234.png|32px|link=Alien Bombardier]]<br>[[Alien Bombardier|bombardier]]
| rowspan="2" style="height:2em; width:5em;"|<br>[[File:Squad badge bugs bombardier 234x234.png|32px|link=Alien Bombardier]]
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| rowspan="2" style="border-right: 1px solid white; padding: 0em 3em 0em 0em;"|<sub>armored|artillery</sub><br>[[Alien Bombardier|bombardier]]
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<td id="chartbox" colspan="2" rowspan="1" class="{{{class|}}}" style="border: {{{border|}}}px solid black; padding: 0.2em; {{{style|}}}">[[File:Badge alien queen 234x234.png|center|64px|link=Alien Queen]]</td>
<td id="chartbox" colspan="2" rowspan="1" class="{{{class|}}}" style="border: {{{border|}}}px solid black;; {{{style|}}}">[[File:Badge alien queen 234x234.png|center|64px|link=Alien Queen]]</td>
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Revision as of 11:08, 22 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.

Big tables to compare weapons across.types.

Nav candidates

Alien Spiderling

Alien Stinger

Alien Dragonfly

Alien Harpy

Young Alien Warrior

Alien Warrior

Alien Bombardier l

Blaster Bug

Alien Queen


Skeuomorphic

alien wildlife orbat
hq|cavalry
queen

armored|artillery
bombardier


Traditional

Alien Wildlife
Melee Alien Spiderling • Young Alien Warrior
Ranged Alien Stinger • Alien Dragonfly • Alien Harpy
Heavy Alien Warrior • Alien Bombardier • Blaster Bug • Alien Queen

Heavy

Alien Wildlife
Alien Spiderling Alien Stinger Alien Dragonfly Alien Harpy
Young Alien Warrior Alien Warrior Alien Bombardier Blaster Bug Alien Queen

weapon mechancis

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.