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[[File:Precision.png|600px|thumb|right|Precision]] |
[[File:Precision.png|600px|thumb|right|Precision]] |
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Precision is a statistic generated by the equipped Scanner module, and can be further boosted by substats on any |
Precision is a base statistic that is directly tied to '''Critical Chance''' - a chance to score double (or triple, or quadruple, etc. damage). Normally every ship starts with 3% critical chance, but through precision they can get more. Precision is primarily generated by the equipped Scanner module, and can be further boosted by substats on any module or turret. ''Critical Chance'' by itself can also be boosted through substats on turrets. |
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Precision defines how precise the ship's attacks are, which is relevant for critical hit calculations. The higher the ship level (which is related to the level of the gear equipped on the ship), more Precision is required to maintain the same critical hit chance. |
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All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits |
All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits with increased frequency, which in turn speeds up mining considerably. |
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== '''Precision and Critical chance''' == |
== '''Precision and Critical chance''' == |
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[[File:Critical.chance.png|600px|right|thumb|Critical Chance]] |
[[File:Critical.chance.png|600px|right|thumb|Critical Chance]] |
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* At Level 1, 10 Precision |
* At Level 1, a ship with 10 Precision has 3% + 1.86% = 4.86% Critical Chance |
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* At Level 30, 10 Precision |
* At Level 30, a ship with 10 Precision has 3% + 0.25% = 3.25% Critical Chance |
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There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value. |
There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value. |
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Example: A Skill gives 3% the base Critical chance, |
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier. |
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This calculates to: <code>(3% base + 3% from the skill + ab% from gear + xy% from precision (see below)) * 102% (from the multiplier)</code>. |
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'''Note''': Precise calculations how Precision translates towards Critical Chance are not available at this time. |
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=== Precision into Critical chance === |
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== '''Cricital Hit Calculation''' == |
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How Precision translates towards Critical Chance shown in the ship's Info Statistics tab is roughly: |
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<pre> |
<pre> |
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levelScale = round(25 × 2^(shipLevel / 10)) -> shipLevel comes from average and max level of ship gear |
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// ----- CRIT CALCULATION ----- |
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int critCount = 0; // number of successful crit rolls |
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float currentChance = this.criticalChance; // initial crit chance |
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// roll for crits repeatedly (multi-crit system) |
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while (SeededRandom.Global.RandomBool(currentChance)) { |
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critCount++; // one crit succeeded |
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currentChance *= 0.5f; // each additional crit is half as likely |
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// cap number of crits by skill tree limit |
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if (critCount > SkilltreeNode.combatMegaCrit.currentPoints) |
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{ |
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break; |
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} } |
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// ----- APPLY CRIT DAMAGE ----- |
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if (critCount > 0) { |
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float critMultiplier = 2f; // base crit = 2x damage |
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// add bonus crit damage from stats |
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if (this.sourceTurret != null) |
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{ |
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critMultiplier += this.sourceTurret.GetStat(EquipStat.CriticalDamage); |
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} |
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else if (this.sourceUnit != null) |
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{ |
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critMultiplier += this.sourceUnit.GetStat(EquipStat.CriticalDamage); |
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} |
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// apply exponential scaling for multi-crits |
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// 1 crit → multiplier^1 |
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// 2 crits → multiplier^2 |
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// 3 crits → multiplier^3 |
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damage *= Mathf.Pow(critMultiplier, critCount); |
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} |
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linear = 0.05 × precision / levelScale -> meaning higher the ship level, more is required |
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if linear > 5%: |
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precisionCrit = 5% + (linear − 5% + 1)^0.75 − 1 -> over 5%, precision gains diminishing returns. |
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else: |
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precisionCrit = linear -> up to 5% is gained linearly |
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Critical chance = (3% + precisionCrit + flat crit substats) × crit multipliers |
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| ⚫ | |||
Since this means precision by itself isn't really "human-readable", it's slated for a revamp at a later date. |
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| ⚫ | |||
[[Category:Game Concepts]] |
[[Category:Game Concepts]] |
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Latest revision as of 20:07, 15 June 2026

Precision is a base statistic that is directly tied to Critical Chance - a chance to score double (or triple, or quadruple, etc. damage). Normally every ship starts with 3% critical chance, but through precision they can get more. Precision is primarily generated by the equipped Scanner module, and can be further boosted by substats on any module or turret. Critical Chance by itself can also be boosted through substats on turrets.
Precision defines how precise the ship's attacks are, which is relevant for critical hit calculations. The higher the ship level (which is related to the level of the gear equipped on the ship), more Precision is required to maintain the same critical hit chance.
All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits with increased frequency, which in turn speeds up mining considerably.
Precision and Critical chance

- At Level 1, a ship with 10 Precision has 3% + 1.86% = 4.86% Critical Chance
- At Level 30, a ship with 10 Precision has 3% + 0.25% = 3.25% Critical Chance
There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value.
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier.
This calculates to: (3% base + 3% from the skill + ab% from gear + xy% from precision (see below)) * 102% (from the multiplier).
Precision into Critical chance
How Precision translates towards Critical Chance shown in the ship's Info Statistics tab is roughly:
levelScale = round(25 × 2^(shipLevel / 10)) -> shipLevel comes from average and max level of ship gear linear = 0.05 × precision / levelScale -> meaning higher the ship level, more is required if linear > 5%: precisionCrit = 5% + (linear − 5% + 1)^0.75 − 1 -> over 5%, precision gains diminishing returns. else: precisionCrit = linear -> up to 5% is gained linearly Critical chance = (3% + precisionCrit + flat crit substats) × crit multipliers
Since this means precision by itself isn't really "human-readable", it's slated for a revamp at a later date.