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Weapon Accuracy changes #2

Started by Chedburn [1] Admin on in Announcements.

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Chedburn [1] Admin Developer
Citizens,

Over the last three weeks, we've been working closely with the community to resolve the issues surrounding weapon Accuracy. This will be the second major change to this area within a year, but I'm very confident we've found the perfect final solution.

Put very simply, Accuracy is now a hit-rate modifier, rather than a speed modifier.

This is a precursor for many planned attacking updates that aim to make everything far more intuitive to players.


The issues

The issue was that weapon Accuracy adjusted a user's Speed, which in turn improved the hit-chance within attacking. This, of course, resulted in some imbalances...

Speed was effectively buffed without any equivalent for its opposite, Dexterity. This created an imbalance between Speed vs Dexterity; Speed was essentially made more powerful. For Dexterity to be meaningful vs high-Accuracy weapons, players had to train it to be far higher than their opponent's Speed.

Armor Mitigation and Weapon Damage are their own individual systems, separate to Defense and Strength. Accuracy needed to be its own system too.


The changes

Instead of Accuracy affecting the user's Speed - which in turn affected the hit-rate - Accuracy now has no effect on Speed, and adjusts the hit-rate after it has already been calculated. This means that hit-rate is now determined by your Speed vs your opponent's Dexterity, which is then modified by Accuracy afterwards, in a separate calculation.

You may again notice changes to the Accuracy values on weapons. As before, the quality of a specific weapon remains the same - if you had the best Armalite under the old system, it remains the best under the new one.

Accuracy is still represented by a 0 - 100 score. Values below 50 represent a negative adjustment to hit-rate, whereas above 50 represents a positive adjustment. These values continue to represent the exact hit-rate you'd see when your speed matches your opponent's dexterity.

Accuracy has less of an effect when the initial hit-rate (created by your Speed vs opponent's Dexterity) gets closer to 0 or 100. I've added some examples below to show you how it works.

If the initial hit-rate is 10%, 60 Accuracy will increase it to 12%
If the initial hit-rate is 25%, 60 Accuracy will increase it to 30%
If the initial hit-rate is 50%, 60 Accuracy will increase it to 60%
If the initial hit-rate is 75%, 60 Accuracy will increase it to 80%
If the initial hit-rate is 90%, 60 Accuracy will increase it to 92%

Represented in a formula, it would appear like this...

Initial hit-rate over 50%
Hit-rate = Hit-rate + ((Accuracy - 50) ÷ 50) × (100 - Hit-rate)

Initial hit-rate under 50%
Hit-rate = Hit-rate + ((Accuracy - 50) ÷ 50) × (Hit-rate)


The details

I've compiled a list of all of the changes below, which hopefully clarifies everything.

- Accuracy no longer has any effect on your Speed but instead adjusts your hit-rate.

- Accuracy's effect on the hit-rate drops off as the hit rate nears 0 or 100.

- Accuracy & Damage mods no longer visually adjust the base weapon values (for consistency).

- Utility grenades such as Flash, Smoke, Tear Gas & Pepper Spray have 200 Accuracy.

- Damage based temporary weapons generally have a higher Accuracy than Primary / Secondary / Melee weapons.

- The Macana & Benelli M1 have the highest base Accuracy of 65, while the Rusty Sword has the lowest at 15.

- Flash grenades now decrease an opponent's Speed to 1/5th (90% -> 80%).

- Smoke grenades now decrease an opponent's Speed to 1/3rd (75% -> 66.6%).

- Pepper spray now decreases an opponent's Dexterity to 1/5th (90% -> 80%).

- Tear Gas now decreases an opponent's Dexterity to 1/3rd (75% -> 66.6%).

- Weapon bonus 'Blindfire' will decrease the weapon's accuracy by -5.00 for each successive shot (This will be changed over the next day or two).

- All Accuracy bonuses (detailed below) have been carefully adjusted to the new system.


The accuracy bonuses

- Individual weapons have a unique flat Accuracy bonus of between +0.00 to +5.00 (Higher is rarer).

- The Combat Training education classes boost the Accuracy of each weapon class by +1.00.

- The faction tree Accuracy bonus increases all Accuracy by +0.2 (per upgrade) up to +2.00.

- The weapon class mastery merits increase Accuracy by +0.2 (per upgrade) up to +2.00.

- Weapon EXP will increase a weapon's Accuracy by up to +2.00.

- The Zoo special 'Seasoned Poacher' increases all Accuracy by +3.00.

- The Firework Stand special 'Pyromania' increases Flamethrower Accuracy by +10.00.

- Tracer ammunition increases Accuracy by +5.00.

- Individual weapon mod Accuracy bonuses have all been adjusted up to +1.75.

- Trigger mods can increase first-turn Accuracy by up to +7.50.

- Flashlights cause an Accuracy debuff on the attacking or defending opponent by up to -5.00.

The usual maximum Accuracy bonus is around 9.50 - 10.75. But when including the Zoo special & tracer ammo, this can be increased up to 18.75, or 24.5 on the first turn with Hair Trigger.


Thanks.

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