Difference between revisions of "Melee Hit Chance"

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(effect of light)
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{{Stub|reason=Add effect of [[light]] and biological age {{BiotechIcon}} and [[Combat in darkness]] precept{{IdeologyIcon}} (if it applies to the stat/pawn directly and isn't applied elsewhere)}}
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{{Stat
 
{{Stat
 
| default base value = 0
 
| default base value = 0
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}}<ref>See MeleeHitChance in ''Rimworld/Data/Core/Defs/Stats/Stats_Pawns_Combat.xml''</ref>
 
}}<ref>See MeleeHitChance in ''Rimworld/Data/Core/Defs/Stats/Stats_Pawns_Combat.xml''</ref>
  
== Base score ==
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== Calculation ==
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=== Base score ===
 
The base score starts at 0 and is affected by the following things:
 
The base score starts at 0 and is affected by the following things:
 
* [[Skills#Melee|Melee]][[Skill::Melee| ]] skill: {{+|1}} per level
 
* [[Skills#Melee|Melee]][[Skill::Melee| ]] skill: {{+|1}} per level
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* [[Mechlord helmet]] {{BiotechIcon}}: {{--|0.5}}
 
* [[Mechlord helmet]] {{BiotechIcon}}: {{--|0.5}}
  
== Post-processing curve ==
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=== Post-processing curve ===
 
The ''melee hit chance'' is then calculated with the following ''post-processing curve''. As you can see increasing the ''base score'' has diminishing returns.
 
The ''melee hit chance'' is then calculated with the following ''post-processing curve''. As you can see increasing the ''base score'' has diminishing returns.
  
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  }}
 
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=== External offset ===
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The [[combat in darkness]] precept {{IdeologyIcon}} offsets the ''melee hit chance'' based on the [[light|light level]] of the ''targeted'' pawn (not the attacking pawn!) by {{--|10}} (lit) to {{+|10}} (dark){{Check Tag|Details needed|Exact formula unclear. Probably linear from -10 at 0% light to +10% at 100% light.}}. Other than that the light level has no effect on the ''melee hit chance''.
  
 
== Examples ==
 
== Examples ==

Revision as of 10:09, 25 April 2023

Melee Hit Chance is a stat: Chance to hit a target in melee. The target can still dodge even if we would've hit. Its minimum allowed value is 0%. Its default value is 0%.[1]

Calculation

Base score

The base score starts at 0 and is affected by the following things:

Post-processing curve

The melee hit chance is then calculated with the following post-processing curve. As you can see increasing the base score has diminishing returns.

Base score to Melee hit chance

External offset

The combat in darkness precept Content added by the Ideology DLC offsets the melee hit chance based on the light level of the targeted pawn (not the attacking pawn!) by −10 (lit) to +10 (dark)[Details needed]. Other than that the light level has no effect on the melee hit chance.

Examples

Melee skill and brawlers

Assuming no other offsets to the base score, the melee skill and the brawler trait results in the following melee hit chance:

Melee hit chance
Skill Level Standard Brawler Skill Level Standard Brawler
0 50% 62% - - -
1 53% 65% 11 81% 85%
2 56% 68% 12 82% 86%
3 59% 59% 13 83% 87%
4 62% 74% 14 84% 88%
5 65% 77% 15 85% 89%
6 68% 80% 16 86% 90%
7 71% 81% 17 87% 90.3%
8 74% 82% 18 88% 90.6%
9 77% 83% 19 89% 90.9%
10 80% 84% 20 90% 91.2%

Detailed post-processing curve

Base score Post-Processed
Melee Hit Chance
Increase From
Previous Value
-20 5% -
-19 5.5% 0.5%
-18 6% 0.5%
-17 6.5% 0.5%
-16 7% 0.5%
-15 7.5% 0.5%
-14 8% 0.5%
-13 8.5% 0.5%
-12 9% 0.5%
-11 9.5% 0.5%
-10 10% 0.5%
-9 14% 4%
-8 18% 4%
-7 22% 4%
-6 26% 4%
-5 30% 4%
-4 34% 4%
-3 38% 4%
-2 42% 4%
-1 46% 4%
0 50% 4%
1 53% 3%
2 56% 3%
3 59% 3%
4 62% 3%
5 65% 3%
6 68% 3%
7 71% 3%
8 74% 3%
9 77% 3%
10 80% 3%
11 81% 1%
12 82% 1%
13 83% 1%
14 84% 1%
15 85% 1%
16 86% 1%
17 87% 1%
18 88% 1%
19 89% 1%
20 90% 1%
21 90.3% 0.3%
22 90.6% 0.3%
23 90.9% 0.3%
24 91.2% 0.3%
25 91.5% 0.3%
26 91.8% 0.3%
27 92.1% 0.3%
28 92.4% 0.3%
29 92.7% 0.3%
30 93% 0.3%
31 93.3% 0.3%
32 93.6% 0.3%
33 93.9% 0.3%
34 94.2% 0.3%
35 94.5% 0.3%
36 94.8% 0.3%
37 95.1% 0.3%
38 95.4% 0.3%
39 95.7% 0.3%
40 96% 0.3%
41 96.1% 0.1%
42 96.2% 0.1%
43 96.3% 0.1%
44 96.4% 0.1%
45 96.5% 0.1%
46 96.6% 0.1%
47 96.7% 0.1%
48 96.8% 0.1%
49 96.9% 0.1%
50 97% 0.1%
51 97.1% 0.1%
52 97.2% 0.1%
53 97.3% 0.1%
54 97.4% 0.1%
55 97.5% 0.1%
56 97.6% 0.1%
57 97.7% 0.1%
58 97.8% 0.1%
59 97.9% 0.1%
60 98% 0.1%

Version history

  • 0.17.1546 - Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills.

References

  1. See MeleeHitChance in Rimworld/Data/Core/Defs/Stats/Stats_Pawns_Combat.xml