Khitrir: Difference between revisions

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| [[File:Squad badge bugs stinger 234x234.png|16px|link=Alien Stinger]] [[Alien Stinger]] • [[File:Squad badge bugs dragonfly 234x234.png|16px|link=Alien Dragonfly]] [[Alien Dragonfly]] • [[File:Squad badge bugs harpy 234x234.png|center|16px|link=Alien Harpy]] [[Alien Harpy]]  
| [[File:Squad badge bugs stinger 234x234.png|16px|link=Alien Stinger]] [[Alien Stinger]] • [[File:Squad badge bugs dragonfly 234x234.png|16px|link=Alien Dragonfly]] [[Alien Dragonfly]] • [[File:Squad badge bugs harpy 234x234.png|16px|link=Alien Harpy]] [[Alien Harpy]]  
 
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! Heavy

Revision as of 21:32, 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.

Nav candidates

Alien Spiderling

Alien Stinger

Alien Dragonfly

Alien Harpy

Young Alien Warrior

Alien Warrior

Alien Bombardier l

Blaster Bug

Alien Queen


Skeuomorphic

Traditional

Alien Wildlife
Melee Alien Spiderling •
Ranged Alien Stinger • Alien Dragonfly • Alien Harpy
Heavy

Heavy

Alien Wildlife
Spiderling Spiderling Spiderling Spiderling Spiderling

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.