User:76561198031004412
How do pirate speed, Pike's Perk, and the ap drug stack?
Vehicle type different ap costs.
Big tables to compare weapons across.types.
Skeuomorphic
| alien wildlife orbat | ||||||||||
| hq|cavalry queen |
||||||||||
| armored|artillery bombardier |
infantry stinger |
reconnaissance spiderling | ||||||||
| armored|cavalry warrior |
infantry stinger |
reconnaissance spiderling | ||||||||
| armored|antitank blaster bug |
infantry stinger |
reconnaissance spiderling | ||||||||
Traditional
| Alien Wildlife | |
|---|---|
| Melee | |
| Ranged | |
| Heavy | |
Heavy
| Alien Wildlife | ||||
|---|---|---|---|---|
| Alien Spiderling | Alien Stinger | Alien Dragonfly | Alien Harpy | |
| Young Alien Warrior | Alien Warrior | Alien Bombardier | Blaster Bug | Alien Queen |
weapon mechancis
K-pac MinRange 1 IdealRange 4 MaxRange 8 AccuracyBonus 0 AccuracyDropoff -6 Damage 9 DamageDropoff -0.8 DamagePctCurrentHitpoints 0 DamagePctCurrentHitpointsMin 0 DamagePctMaxHitpoints 0 DamagePctMaxHitpointsMin 0 ArmorPenetration 30 ArmorPenetrationDropoff -1.8 DamageToArmorDurability 9 DamageToArmorDurabilityMult 1 DamageToArmorDurabilityDropoff -0.6 DamageToArmorDurabilityDropoffMult 1 Suppression 3 BlackMarketMaxQuantity 1
Salvo stats:
"active.fire_assault_rifle_tier1_556" PathID 107675 Title "Salvo" ShortDescription "" Description "A burst of several rounds. Effective on short to medium distance in suppressing and eliminating soft targets." Icon "skill_05 @5042.png" Tags Empty array ActionPointCost 0 IsLimitedUses true Uses 16 IsSilent false IsTargeted true IsLineOfFireNeeded true IsAttack true MinRange 1 IdealRange 1 MaxRange 8 Repetitions 3 AoEType 0 AoEChanceToHitCenter 50 SelectableTiles 3 ScatterMode 0 Scatter 0 ScatterChance 50
Title "Sustained Fire"
ShortDescription ""
Description "Sustained semi-automatic fire over an extended period of time with the goal to suppress an enemy unit and keep it suppressed."
Icon "skill_04 @4855.png"
Tags
Empty array
ActionPointCost 0
IsLimitedUses true
Uses 16
IsSilent false
IsTargeted true
IsLineOfFireNeeded true
IsAttack true
MinRange 1
IdealRange 1
MaxRange 8
Repetitions 8
AoEType 0
AoEChanceToHitCenter 50
SelectableTiles 3
ScatterMode 0
Scatter 0
ScatterChance 50
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?
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.



