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[[File:Precision.png|600px|thumb|right|Precision]]
[[File:Precision.png|600px|thumb|right|Precision]]


Precision is a statistic generated by the equipped Scanner module, and can be further boosted by substats on any other module or turret.
Precision is a base statistic that every ship starts with (3%), but is primarily boosted by the equipped Scanner module, and can be further boosted by substats on any module or turret.


It defines how precise the ship's attacks are, which is relevant for critical hit calculations. The higher the level of the gear equipped on the ship, more Precision is required to maintain the same critical hit chance.
It defines how precise the ship's attacks are, which is relevant for critical hit calculations. The higher the level of the gear equipped on the ship, more Precision is required to maintain the same critical hit chance.
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* At Level 1, 10 Precision equals 1.86% Critical Chance
* At Level 1, 10 Precision equals 1.86% Critical Chance
* At Level 30, 10 Precision equals 0.14% Critical Chance
* At Level 30, 10 Precision equals 0.25% Critical Chance


There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value.
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, calculates to 6 (3% base + 3% from the skill)
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier.


This calculates to: (3% base + 3% from the skill) * 102% (from the multiplier).
'''Note''': Precise calculations how Precision translates towards Critical Chance are not available at this time.


'''Note''': How Precision translates towards Critical Chance shown in the ship's Info Statistics tab is roughly: Softcap at 5%, and then all additional precision is added via precision^0.75 - basically with diminishing returns.
== '''Cricital Hit Calculation''' ==


Since this means precision itself isn't really "human-readable", it's slated for a revamp at a later date.
<pre>
// ----- CRIT CALCULATION -----
int critCount = 0; // number of successful crit rolls
float currentChance = this.criticalChance; // initial crit chance

// roll for crits repeatedly (multi-crit system)
while (SeededRandom.Global.RandomBool(currentChance)) {
critCount++; // one crit succeeded
currentChance *= 0.5f; // each additional crit is half as likely

// cap number of crits by skill tree limit
if (critCount > SkilltreeNode.combatMegaCrit.currentPoints)
{
break;
}

}

// ----- APPLY CRIT DAMAGE -----

if (critCount > 0) {
float critMultiplier = 2f; // base crit = 2x damage

// add bonus crit damage from stats
if (this.sourceTurret != null)
{
critMultiplier += this.sourceTurret.GetStat(EquipStat.CriticalDamage);
}
else if (this.sourceUnit != null)
{
critMultiplier += this.sourceUnit.GetStat(EquipStat.CriticalDamage);
}

// apply exponential scaling for multi-crits
// 1 crit → multiplier^1
// 2 crits → multiplier^2
// 3 crits → multiplier^3
damage *= Mathf.Pow(critMultiplier, critCount);
}


</pre>


[[Category:Game Concepts]]
[[Category:Game Concepts]]

Revision as of 19:31, 15 June 2026

Precision

Precision is a base statistic that every ship starts with (3%), but is primarily boosted by the equipped Scanner module, and can be further boosted by substats on any module or turret.

It defines how precise the ship's attacks are, which is relevant for critical hit calculations. The higher 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 (and mine more ore) with increased frequency.

Precision and Critical chance

Critical Chance
  • At Level 1, 10 Precision equals 1.86% Critical Chance
  • At Level 30, 10 Precision equals 0.25% 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) * 102% (from the multiplier).

Note: How Precision translates towards Critical Chance shown in the ship's Info Statistics tab is roughly: Softcap at 5%, and then all additional precision is added via precision^0.75 - basically with diminishing returns.

Since this means precision itself isn't really "human-readable", it's slated for a revamp at a later date.