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Max_Damage

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Ok remember these numbers:

2%
8%
16%
27%
42%

The rest can be derived by subtracting these numbers from 100%:

58%
72%
84%
92%
97%
-------------------------------
Penetration and accuracy use these % values always.
when AP = AV, then use 2% to penetrate. otherwise modify by the ap=-av diffirence and use the values above.
each100m give +1 AP
-------------------------------
Accuracy at max range:

acc 3 gets 2% at max range.

modify by +- acc according to the values above.

moving decreases acc by 2(autocannons, machineguns)

experience stars give +1 accuracy each as do consequetive shots (not for autocannons or machineguns though, acc is static for those).

Proximity 0.5-0.75 max range gives +1 acc. Proximity with less then 0.5 max range gives another +1. I didnt investigate closer proximities then 0.5. Expect further bonuses at closer ranges.

Stress incurs accuracy penalties. Didnt investigate but it seems like each particular state (engaged, stressed, pinned etc) gives -1?? Another hypothesis is that panicking just resets consequetive shot acc bonus.

0% and 100% are possible depending on bonuses and penalties
 
Last edited:

Max_Damage

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If you look at this thread, you might find using a chart is even easier peasier ;)

https://forum.paradoxplaza.com/forum/index.php?threads/how-accuracy-works-in-sd44-explained.1015468/
Thatk you very much for this chart. It sheds light on how these % values are derived. it is 2d6 to overcome a certain value.

BUT 3 acc gives 2% chance. This is kind of important :D and easy to remember. 3 acc is the lowest acc in the game and 2% is also the lowest value of chance to hit (bar 0% ofc)

You did a very good job of explain9ing how 2d6 vs x works though it is a very good part of knowledge.
 

Roggle_Dorn

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Both this OP and the linked thread are incorrect in relatively small ways.
Let's take a scenario and explain how it's calculated.
A sherman 75 with no veterancy fires at something for the first time at 999 meters.
It has 5 accuracy, which is modified -1 due to no veterancy.
a 2d6 is rolled, if it at or under 4 (a 1 1, 1 2, 2 1, 2 2, 3 1, 1 3) it hits. As there are 6 possible successful rolls out of 36 total combinations the chance to hit is 6/36 or approximately 16%.
Each veterancy level accuracy is increased by 1, so a single veterancy unit behaves as you would expect its accuracy value to intuitively.
Each shot fired without moving at the same target increases the accuracy by 1, up to +2 I think, so the third shot and onwards is the maximum accuracy.
Any questions?
Handy chart.
UI6q9hP.png

Edit: Fixed my example. Sorry, I had just woken up.
 
Last edited:

CyberianK

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Longtime greatsword using D&D nerds will always have an advantage in understanding the mysterious workings of 2d6. :)

@77Hawk77 you are referring to normal range maybe it would help to clarify in the post more clearly what you mean by that (35-50% of max range from one of your tables maybe mark it or whatever)
 

Boxman

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Both this OP and the linked thread are incorrect in relatively small ways.
Let's take a scenario and explain how it's calculated.
A sherman 75 with no veterancy fires at something for the first time at 999 meters.
It has 5 accuracy, which is modified -1 due to no veterancy.
a 2d6 is rolled, if it is under 4 (a 1 1, 1 2, 2 1) it hits. As there are 3 possible successful rolls out of 36 total combinations the chance to hit is 3/36 or approximately 8%.
Each veterancy level accuracy is increased by 1, so a single veterancy unit behaves as you would expect its accuracy value to intuitively.
Each shot fired without moving at the same target increases the accuracy by 1, up to +2 I think, so the third shot and onwards is the maximum accuracy.
Any questions?
Handy chart.
UI6q9hP.png

This is by far the easiest way to understand accuracy.
 

gronank

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Stuff from the modding files:
Code:
// Fichier écrit à la main

// spec: WARGAMENORMANDIE-285
export HitRollParams is TRollParameters
(
    // Common
    DistanceTolerance = 20000 * Metre //Distance parcouru par la cible entre deux tirs successifs au delà de laquelle on considère que l'unité à bougé

    // Modificateur_Ratio_ArmeArmure
    // Cette valeur permet de régler à partir de quel niveau d'armure un canon commence à avoir une
    // chance de pénétrer. Avec 0 il faut un niveau d'armure inférieur ou égal.
    ModificateurArmeArmure = 1

    ///////////////////////
    // Début dice params //
    ///////////////////////

    // 2d6
    DiceCount = 2
    DiceType = 6
    RollSuccessThreshold = 12 // Success if roll > RollSuccessThreshold - modifiersum

    RangeModifiersTable =
    [
        (0.10,  3), //   0 <= dst / range < 10%                  ->  3
        (0.25,  2), // 10% <= dst / range < 25%                  ->  2
        (0.34,  1), // 25% <= dst / range < 34%                  ->  1
        (0.50,  0), // 33% <= dst / range < 50%                  ->  0
        (0.75, -1), // 50% <= dst / range < 75%                  -> -1
        (1337, -2)  // 75% <= dst / range < inf (value not used) -> -2
    ]

    SuccessiveHitModifiersTable =
    [
        (0,  0), //     successiveHits <= 0    ->  0
        (1,  1), // 0 < successiveHits <= 1    ->  1
        (2,  2),  // 1 < successiveHits <  inf  ->  2
        (3,  3),
        (4,  4)
    ]

    // Note : un autre modificateur entre en compte. Ce modificateur est défini dans l'ODS des paliers de dégâts de suppression.

    /////////////////////
    // Fin dice params //
    /////////////////////

    // Dev only !
    // A maintenir en correspondance avec le constructeur de AmmunitionFileWriter_Wargame
    RuleType = EHitRollRule/Dice
)
 

Roggle_Dorn

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Speaking about penetration, is penetration guaranteed at very close range like in Wargame?
(Cult of the autocannon flashbacks)
Ap increases by 1 every 100m, and autocannons tend to have 800 range and 4~ AP, so 4+7=11, meaning that you can reliably pen anything lighter than a sherman from the front at point blank.
 

Max_Damage

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I dont think that there is autopen at close range. AP weapons are shooting even with 0% chance to penetrate. Given enough AP they create enough stress which then can be used to rout the tank or surrender him.
 

Roggle_Dorn

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TBH all values, like the above, vet bonus influence, stress debuffs and so on, should be in the game, or at least manual. Transparency FTW
To be honest there should be a standard percentile roll like in wargame that is increased continuously with range. This would fit great with the continuous stress, too.
 

77Hawk77

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Longtime greatsword using D&D nerds will always have an advantage in understanding the mysterious workings of 2d6. :)

@77Hawk77 you are referring to normal range maybe it would help to clarify in the post more clearly what you mean by that (35-50% of max range from one of your tables maybe mark it or whatever)

That is clarified in my thread if you cared to actually read it.
 

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Thanks for the info.

Follow-up questions for anyone who knows:

Assuming armor is penetrated, what is the result? Auto-kill? Damage roll? What happens?

If armor is not penetrated, is there still a chance of criticals such as spalling or breaking a track etc?

Thanks in advance!
 

gronank

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Code:
TCriticalEffectModuleDescriptor
(
    Bounds = (1,20)
    TerrainCriticalEffectTimer = 5.0
    ControllerName = EControllerName/CriticalEffect

    EffectsFromTerrain = <EffectsFromTerrain>

    // EFFETS SI BLINDAGE PERCE

    PierceEffectsOnFront =
    [

        TCriticalEffect_DieDieDie(Token='CRITIC1' Roll=(1,5)),

        TCriticalEffect_DieDieDie(Token='CRITIC2' Roll=(6,10)),

        TCriticalEffect_DieDieDie(Token='CRITIC3' Roll=(11,15)),
        
        TCriticalEffect_Disrupt(Token='CRITIC15' Roll=(16,16) TimeOut=-1),
        TCriticalEffect_ReduceSpeed(Roll=(16,16) Multiplier=0 TimeOut=-1),
        TCriticalEffect_ReduceRotation(Roll=(16,16) Multiplier=0 TimeOut=-1),
        TCriticalEffect_ReduceIdentification (Roll=(16,16) Multiplier=0 TimeOut=-1),
        TCriticalEffect_LimitVision(Roll=(16,16) MaxRange=0*Metre TimeOut=-1),

        TCriticalEffect_RemoveAmmo(Token='CRITIC6' Roll=(17,17) LossRatio=1.0),
        
        TCriticalEffect_ReduceSpeed(Token='CRITIC4' Roll=(18,19) Multiplier=0.5 TimeOut=-1),
        TCriticalEffect_ReduceRotation(Roll=(18,19) Multiplier=0.5 TimeOut=-1),
        
        TCriticalEffect_ReduceSpeed(Token='CRITIC7'Roll=(20,20) Multiplier=0.0 TimeOut=-1),
        TCriticalEffect_ReduceRotation(Roll=(20,20) Multiplier=0.5 TimeOut=-1),

    ]

    PierceEffectsOnSides =
    [

        TCriticalEffect_DieDieDie(Token='CRITIC1' Roll=(1,6)),

        TCriticalEffect_DieDieDie(Token='CRITIC2' Roll=(7,12)),

        TCriticalEffect_DieDieDie(Token='CRITIC3' Roll=(13,17)),
        
        TCriticalEffect_Disrupt(Token='CRITIC15' Roll=(18,18) TimeOut=-1),
        TCriticalEffect_ReduceSpeed(Roll=(18,18) Multiplier=0 TimeOut=-1),
        TCriticalEffect_ReduceRotation(Roll=(18,18) Multiplier=0 TimeOut=-1),
        TCriticalEffect_ReduceIdentification (Roll=(18,18) Multiplier=0 TimeOut=-1),
        TCriticalEffect_LimitVision(Roll=(18,18) MaxRange=0*Metre TimeOut=-1),

        TCriticalEffect_ReduceSpeed(Token='CRITIC7'Roll=(19,19) Multiplier=0.0 TimeOut=-1),
        TCriticalEffect_ReduceRotation(Roll=(19,19) Multiplier=0.5 TimeOut=-1),
        
        TCriticalEffect_ReduceSpeed(Token='CRITIC5'Roll=(20,20) Multiplier=0.0 TimeOut=-1),
        TCriticalEffect_ReduceRotation(Roll=(20,20) Multiplier=0.0 TimeOut=-1),

    ]

    PierceEffectsOnRear =
    [
        TCriticalEffect_DieDieDie(Token='CRITIC1' Roll=(1,6)),

        TCriticalEffect_DieDieDie(Token='CRITIC2' Roll=(7,16)),

        TCriticalEffect_DieDieDie(Token='CRITIC3' Roll=(16,17)),
        
        TCriticalEffect_Disrupt(Token='CRITIC15' Roll=(18,18) TimeOut=-1),
        TCriticalEffect_ReduceSpeed(Roll=(18,18) Multiplier=0 TimeOut=-1),
        TCriticalEffect_ReduceRotation(Roll=(18,18) Multiplier=0 TimeOut=-1),
        TCriticalEffect_ReduceIdentification (Roll=(18,18) Multiplier=0 TimeOut=-1),
        TCriticalEffect_LimitVision(Roll=(18,18) MaxRange=0*Metre TimeOut=-1),
        
        TCriticalEffect_ReduceSpeed(Token='CRITIC5'Roll=(19,20) Multiplier=0.0 TimeOut=-1),
        TCriticalEffect_ReduceRotation(Roll=(19,20) Multiplier=0.0 TimeOut=-1),

    ]

    PierceEffectsOnTop =
    [
        TCriticalEffect_DieDieDie(Token='CRITIC1' Roll=(1,7)),

        TCriticalEffect_DieDieDie(Token='CRITIC2' Roll=(8,13)),

        TCriticalEffect_DieDieDie(Token='CRITIC3' Roll=(14,20)),
    ]

     // EFFETS SI RICOCHET

    RicochetEffectsOnFront =
    [
        TCriticalEffect_ReduceSpeed(Token='BOUNCE1' Roll=(1,17) Multiplier=1.0),
        
        TCriticalEffect_Disrupt(Token='CRITIC8' Roll=(18,18) TimeOut=10),

        TCriticalEffect_ReduceSpeed(Token='CRITIC9' Roll=(19,19) Multiplier=0 TimeOut=10),
        TCriticalEffect_ReduceRotation(Roll=(19,19) Multiplier=0 TimeOut=10),

        TCriticalEffect_Disrupt(Token='CRITIC10' Roll=(20,20) TimeOut=10),
        TCriticalEffect_ReduceSpeed( Roll=(20,20) Multiplier=0 TimeOut=10),
        TCriticalEffect_ReduceRotation(Roll=(20,20) Multiplier=0 TimeOut=10),
    ]

    RicochetEffectsOnSides =
    [
        TCriticalEffect_ReduceSpeed(Token='BOUNCE1' Roll=(1,14) Multiplier=1.0),
        
        TCriticalEffect_Disrupt(Token='CRITIC8' Roll=(15,15) TimeOut=10),

        TCriticalEffect_ReduceSpeed(Token='CRITIC9' Roll=(16,16) Multiplier=0 TimeOut=10),
        TCriticalEffect_ReduceRotation(Roll=(16,16) Multiplier=0 TimeOut=10),

        TCriticalEffect_Disrupt(Token='CRITIC10' Roll=(17,17) TimeOut=10),
        TCriticalEffect_ReduceSpeed( Roll=(17,17) Multiplier=0 TimeOut=10),
        TCriticalEffect_ReduceRotation(Roll=(17,17) Multiplier=0 TimeOut=10),
        
        TCriticalEffect_Disrupt(Token='CRITIC11' Roll=(18,18) TimeOut=30),

        TCriticalEffect_ReduceSpeed(Token='CRITIC12' Roll=(19,19) Multiplier=0 TimeOut=30),
        TCriticalEffect_ReduceRotation(Roll=(19,19) Multiplier=0 TimeOut=30),

        TCriticalEffect_Disrupt(Token='CRITIC13' Roll=(20,20) TimeOut=30),
        TCriticalEffect_ReduceSpeed( Roll=(20,20) Multiplier=0 TimeOut=30),
        TCriticalEffect_ReduceRotation(Roll=(20,20) Multiplier=0 TimeOut=30),


    ]

    RicochetEffectsOnRear =
    [
        TCriticalEffect_ReduceSpeed(Token='BOUNCE1' Roll=(1,11) Multiplier=1.0),
        
        TCriticalEffect_ReduceSpeed(Token='CRITIC14' Roll=(12,12) Multiplier=0 TimeOut=60),
        TCriticalEffect_ReduceRotation(Roll=(12,12) Multiplier=0 TimeOut=60),
        
        TCriticalEffect_ReduceSpeed(Token='CRITIC7'Roll=(13,13) Multiplier=0.0 TimeOut=-1),
        TCriticalEffect_ReduceRotation(Roll=(13,13) Multiplier=0.5 TimeOut=-1),
        
        TCriticalEffect_ReduceSpeed(Token='CRITIC4' Roll=(14,14) Multiplier=0.5 TimeOut=-1),
        TCriticalEffect_ReduceRotation(Roll=(14,14) Multiplier=0.5 TimeOut=-1),
        
        TCriticalEffect_Disrupt(Token='CRITIC8' Roll=(15,15) TimeOut=10),

        TCriticalEffect_ReduceSpeed(Token='CRITIC9' Roll=(16,16) Multiplier=0 TimeOut=10),
        TCriticalEffect_ReduceRotation(Roll=(16,16) Multiplier=0 TimeOut=10),

        TCriticalEffect_Disrupt(Token='CRITIC10' Roll=(17,17) TimeOut=10),
        TCriticalEffect_ReduceSpeed( Roll=(17,17) Multiplier=0 TimeOut=10),
        TCriticalEffect_ReduceRotation(Roll=(17,17) Multiplier=0 TimeOut=10),
        
        TCriticalEffect_Disrupt(Token='CRITIC11' Roll=(18,18) TimeOut=30),

        TCriticalEffect_ReduceSpeed(Token='CRITIC12' Roll=(19,19) Multiplier=0 TimeOut=30),
        TCriticalEffect_ReduceRotation(Roll=(19,19) Multiplier=0 TimeOut=30),

        TCriticalEffect_Disrupt(Token='CRITIC13' Roll=(20,20) TimeOut=30),
        TCriticalEffect_ReduceSpeed( Roll=(20,20) Multiplier=0 TimeOut=30),
        TCriticalEffect_ReduceRotation(Roll=(20,20) Multiplier=0 TimeOut=30),
    ]

    RicochetEffectsOnTop =
    [
        TCriticalEffect_ReduceSpeed(Token='BOUNCE1' Roll=(1,19) Multiplier=1.0),
        
        TCriticalEffect_DisableShoot(Token='CRITIC3'Roll=(20,20) TimeOut=60),
        TCriticalEffect_ReduceSpeed(Roll=(20,20) Multiplier=0.8 TimeOut=60),
        TCriticalEffect_ReduceRotation(Roll=(20,20) Multiplier=0.8 TimeOut=60),
    ]

)