PSA: Patch 1.1.0 also seems to have changed the accuracy/evasion formula
I just tested out accuracy in patch 1.1.0 by ramming identical corvette fleets at each other and I'm getting unexpected results. Using level 1 sensors to avoid the sensor accuracy buffs I tested small plasma throwers (82% accuracy) and got the following:
corvettes with 40% evasion: 51% hit rate
corvettes with 20% evasion: 75% hit rate
corvettes with 5% evasion: 94% hit rate
With small lvl1 coil guns (76% accuracy)
corvettes with 5% evasion: 93% hit rate
The new formula seems to be: Hit% = (Accuracy - Evasion) / Accuracy.
Edit: It may have always been this way but with the 100% accuracy bug we never noticed because it was dividing by 1 most of the time.
Edit2: I just opted out of the patch beta to test it again with level 1 sensors and this does seem to be a change in the formula.
Posted May 27, 2016, 2:17 PM UTC · edited
so no evasion = 100% accuracy? weird formula
Why is that weird? You aren't moving
Remembering a drill instructor yelling to his students on citadel in mass effect about one of Newtons' Laws.
Sir Isaac Newton is the deadliest son-of-a-bitch in space! (...) I dare to assume you ignorant jackasses know that space is empty! Once you fire this hunk of metal, it keeps going 'till it hits something! That can be a ship, or the planet behind that ship. It might go off into deep space and hit somebody else in ten thousand years.
No hip-firing in space =)
Judging by how often my science ships get hit by stray mass projectile rounds there is quite a lot of hip firing in space.
The accuracy of my own ships is often just as appalling.
Who made that man a gunner?!
First League used Corvette Swarms :)
This needs to be a special project. City gets hit by a stray torpedo. Lose a pop. Get a science project for torpedo.
There is a special event similar to this already, no losses but a very small science bonus. Definitely a mass effect reference.
That does make some sense, but is confusing that you have "accuracy" and most people understand it that it's like a "chance to hit an unmoving target". At least I do.
To put it in a more sci-fi appropriate way, each ship's computer calculates the probable vectors the target could take and then fires at the most likely possibility. This is the accuracy. Evasion is the ability of the target to manoeuvre into the least likely vector. 0 Evasion therefore means that the targeting computer has a pretty much perfect model of what the ship can do to evade, and therefore knows where best to aim to achieve a hit.
So it's not that the ship isn't moving, it's that you're trying to evade a shot that is already moving to where you're going to evade to. It's also a neat explanation for why sensors improve accuracy; they give a more detailed view of the ship's capabilities and position/current vector. Makes for better targeting.
This. We are assuming they use advanced targeting computers in space, not that they aim manually.
It's definitely a bad label.
The current formula is closer to how EVE does it, where accuracy is listed as "tracking" - it measures the degrees of a circle that the gun can trace in a unit of time. Moving twice as fast puts your accuracy at 0%, and being stationary just rocks you - talking battleships instant killing corvettes.
In Stellaris's case, the math isn't as clean. If 1 - {Evasion} / {Accuracy} is > {Accuracy} you do worse. The opposite means you do better.
What's the word that means "ability to hit an evasive target"? Because, yes, a computer is definitely doing all the targeting, so an immobile target, or a target traveling on a calculable path, is going to be hit every time. It doesn't have to guess how far to lead a target. It just figures how fast the ship is going, calculates how fast their weapon fires, and then aims their shot exactly at the spot where they will meet. With no evasion, they will hit every time.
Unless the weapon itself has some inherent inaccuracy. Autocannons might have tiny imbalances in the projectiles, and heat and powder residue can affect the barrel. Plasma will be affected by magnetic fields, will disperse and might form turbulences.
Of course there is a distance where you will hit a stationary target of a given size in 99.9% of all cases, but why not try to engage from further away, and risk 20% of your shots to miss?
It makes no sense, but your explanation is correct
It's definitely weird, even if you aren't moving certain weapons are inaccurate.
Not on space. No wind, no gravity. Weapons in space should be hitscan and be point and shoot. Your computer might point it the wrong way though.
This also assumes that weapons are perfectly constructed, perfectly calibrated, perfectly maintained, perfectly integrated with the targeting and firing systems, that nothing controlling the shot breaks or malfunctions, that the programmers of the computer made no errors, etc. There are a thousand reasons why it makes sense for less than 100% hit rate on an unmoving target, even in space.
The thing is everything is still moving in space even if there is no air resistance there certainly still is gravity. You would definitely need a computer to target things accurately. Or a very fast little alien man.
No. No evasion = 100% hit rate. Accuracy != hit rate.
(Accuracy - Evasion) / Accuracy is actually somewhat interesting. If you have no evasion, you get hit at 100% with every possible weapon.
If you're a highly evasive target, then lower accuracy weapons are penalized more than highly accurate weapons as the evasion is going to make up a bigger portion of their accuracy. This also lets accuracy values of greater than 100% make sense. It just means the evasion values take up a smaller chunk.
So what we're really talking about is that it currently makes no sense for the game to display "accuracy" or "evasion" values as a percentage because it's misleading as balls.
Plus it's confusing when you see "Evasion = x%", and an admiral that adds 10% evasion, and the result isn't "Evasion = (x+10)%"