Khitrir: Difference between revisions

From MENACE Official Wiki
Khitrir (talk | contribs)
Khitrir (talk | contribs)
Line 15: Line 15:


== Nav candidates ==
== Nav candidates ==
 
* [[File:Badge alien light 234x234.png|32px|link=Alien Spiderling]] [[Alien Spiderling]]
 
* [[File:Squad badge bugs stinger 234x234.png|32px|link=Alien Stinger]] [[Alien Stinger]]  
 
* [[File:Squad badge bugs dragonfly 234x234.png|32px|link=Alien Dragonfly]] [[Alien Dragonfly]]  
[[File:Badge alien light 234x234.png|center|100px|link=Alien Spiderling]] [[Alien Spiderling]]
* [[File:Squad badge bugs harpy 234x234.png|32px|link=Alien Harpy]] [[Alien Harpy]]  
[[File:Squad badge bugs stinger 234x234.png|center|100px|link=Alien Stinger]] [[Alien Stinger]]  
* [[File:Squad badge bugs medium 234x234.png|32px|link=Young Alien Warrior]]  [[Young Alien Warrior]]   
[[File:Squad badge bugs dragonfly 234x234.png|center|100px|link=Alien Dragonfly]] [[Alien Dragonfly]]  
* [[File:Badge alien heavy 234x234.png|32px|link=Alien Warrior]]  [[Alien Warrior]]   
[[File:Squad badge bugs harpy 234x234.png|center|100px|link=Alien Harpy]] [[Alien Harpy]]  
* [[File:Squad badge bugs bombardier 234x234.png|32px|link=Alien Bombardier]] [[Alien Bombardier]] l
[[File:Squad badge bugs medium 234x234.png|center|100px|link=Young Alien Warrior]]  [[Young Alien Warrior]]   
* [[File:Squad badge bugs blaster 234x234.png|32px|link=Blaster Bug]] [[Blaster Bug]]  
[[File:Badge alien heavy 234x234.png|center|100px|link=Alien Warrior]]  [[Alien Warrior]]   
* [[File:Badge alien queen 234x234.png|32px|link=Alien Queen]] [[Alien Queen]]  
[[File:Squad badge bugs bombardier 234x234.png|center|100px|link=Alien Bombardier]] [[Alien Bombardier]] l
[[File:Squad badge bugs blaster 234x234.png|center|100px|link=Blaster Bug]] [[Blaster Bug]]  
[[File:Badge alien queen 234x234.png|center|100px|link=Alien Queen]] [[Alien Queen]]  
 





Revision as of 11:16, 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


Skeuomorphic

alien wildlife orbat
hq|cavalry
queen

armored|artillery
bombardier

armored|cavalry
warrior

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.