Author Topic: Gauss to hit chance  (Read 1164 times)

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Offline vorpal+5 (OP)

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Gauss to hit chance
« on: December 04, 2017, 02:39:12 AM »
Beam/Gauss weapons have their to hit chance depending of range, small size (Gauss), tracking speed vs speed of target and crew skill right?

But what is the actual formula? I'm curious if any TS above target speed is coefficient 1 (for this part) and if target is faster, it decreases linearly.
And 2nd point, how the crew skill works? If at 34%, is it x1.34? Because I read that it was +0.34 which is much much better.
Unless this is the commander fighter combat skill that provides this flat increase?

I'm trying to figure the actual formula so I can decide about a fighter design.
 

Offline TheDeadlyShoe

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Re: Gauss to hit chance
« Reply #1 on: December 04, 2017, 12:41:09 PM »
tracking speed above the targets speed doesn't matter, it maxes out at 1.

iirc crew bonuses multiply the final to-hit (after everything else, incl. gauss multiplier), but not sure about that
 

Offline vorpal+5 (OP)

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Re: Gauss to hit chance
« Reply #2 on: December 04, 2017, 11:20:19 PM »
ok, thanks for tracking, had to made sure.

I believe I read that commander fighter combat bonus was of particular importance for gauss as it was a flat gain? Seems indeed enormous if your tiny gauss (to hit 8%) becomes a 58% with an ace. But then why not, it makes sense if you compare with the world wars aces!
 

Offline serger

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Re: Gauss to hit chance
« Reply #3 on: December 05, 2017, 02:59:38 PM »
Fighter combat bonus is a multiplier: *(100+k)/100, not +k.