stellaris tracking vs accuracy. 3. stellaris tracking vs accuracy

 
 3stellaris tracking vs accuracy  This means that large weapons - with a poor Tracking value - will still be very effective against large ships like cruisers or battleships, but almost useless against small ships like corvettes due to their high evasion

Another thing that bothers me in [perceived] Stellaris gun logic: small guns with higher hit rate vs huge ships with only slightly less hit rate. . All the caps are factored in at the designer, and then affected after the fact in combat. Don't forget - in case of gun with less then 100% accuracy, any +to hit is have same value as +tracking, so they both will increase. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. Missiles are kinda bad all around currently. With new megastructure and defensive perk, you will be able to put 6 ion cannons with this range +4 small platforms, or 52 small platforms (104 L weapons, 17 battleships L slots) Vs. - Tier 2 match-ups: -. The Dioko doesn't. 7. 8 is now in Open Beta on Steam, you just opt into the 3. The first number is accuracy. In other words, measurements are not systematically too high or too low. That simply doesn't make sense. L slot weapons do most damage, have same accuracy but worse tracking but great range. Subtract the effective evasion from accuracy, and you've got the to hit chance. If there are loose resources, floating. Tracking reduces the enemy Evasion. Explore, discover and interact with a multitude of species as you journey among the stars. You at first go from landing on worlds to purge xenos. . Flexibility - Higher status means such Admiral is good at sublight and FTL. This also means any ship with 0% evasion gets. The best way to track projects will vary depending on the specific needs of each project, but there are several processes and steps you can take to help ensure its effectiveness. On battleships, late in the game. You have a gun that has 50% tracking and 90% accuracy. you'd think this renders small guns entirely useless. tracking is basically like accuracy, but it only works against the evasion of the target. But in most scenarios, the fleet will have higher total health and DPS, while the ship higher range and accuracy. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. 375 DPS to hull. If it's a fast alpha strike engagement then artillery will work best, but if it's a long drawn out shootout then line will work best. My apology if this has been answered before. Flak does less damage per shot, in contrast, but is far better at tracking, which makes it better at. Strike Craft (still) have 100% accuracy, a very rapid rate-of-attack (every 2. The actual results of combat are determined by weapon range, damage, accuracy, tracking, evasion, shields, armor, hull, etc. Range. I'd love to see in the ship designer all the math done right there. Also, apparently flak cannons kill strike craft and point defense kill missiles? Small weapons vs Large weapons accuracy vs defense. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. It works something like this: Evasion Factor = Target Ship Evasion - Attacking Weapon Tracking If Evasion Factor < 0, Evasion Factor = 0 Actual Accuracy = Chance to Hit - Evasion Factor If Random number from 0 - 100 <= Actual Accuracy, it's a hit. Easy things to boost research: Build more research buildings/jobs. The average effective damage of the Amoeba is slightly less than tier 2 Strike Craft when all factors are taken into consideration. Big guns cannot track small ships, so you may want to have an even number of small/medium and large turrets on your bigger ships. Fleet power is an attempt to combine all of those many factors into a single number to enable players to more. Project time tracking is a continuous process that involves regular monitoring, reporting and analysis of the time spent on tasks. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Attachments. Just swap the artillery core for the carrier core and leave everything else the same. 0 but I didn't think to save links to the relevant threads at the time. For reference they have 90% accuracy. Accuracy is the standard/max to-hit of a weapon. [deleted] • 7 yr. At the end game, flak is nearly useless because the tracking enhancement from the computer alone pushes the 'autocannons' high enough to remain effective against even the most nimble strike craft, and you want them to target missiles first anyway. ; About Stellaris Wiki; Mobile viewMostly stats -> PD has higher DPS but lower tracking (by a flat 40% at each level. Not if you know what it’s for, where to find it, and whether it’s any good or not! Speaking of which: it’s worth noting that Espionage (a. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. This page was last edited on 17 April 2021, at 08:22. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. . Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. It’s because the numbers can be misleading, as the numbers are inflated. How does accuracy really work? How does tracking really affect our weapons? What does the +X to hit chance modifier modifier do to our ships? I have run. Accuracy/Tracking is going to take a major penalty as swinging the turret around that fast is going to conflict with moving it precisely to hit something 1,000 km out. There need to be hard counter to missiles as they are a hard counter to shields plus have high accuracy and good tracking. Can't exceed 100% on that terms if I recall correctly. Content is available under Attribution-ShareAlike 3. 4. I posted the above text on the Stellaris subreddit, and as someone else there pointed out - combat, at least in the early game, is lasting much longer than it used to, presumably due to the very high number of attacks being evaded. But the Flak Battery has 50% tracking vs Sentinel's 10%. I run my own consultancy, Stellaris Marketing Consulting, and we specialise in tech that is changing consumer behaviour like artificial intelligence, self-driving cars, bitcoin, fintech, drones and the Internet of Things. Accuracy is the percentage chance to hit a target with no evasion. Megastructures are colossal constructions. This is pretty much a better trade than the shield damage of kinetic artillery. That is, "Chance to Hit" is really accuracy and 100%. What does the tracking stat of a weapon stand for ?Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Then you go to destroying worlds with your Colossus in one shot. So they always hit a stationary target, but evasive targets can avoid being hit. My current understanding of the system is basically Tracking goes against Evasion and the remainder is played against a ships Accuracy which in turn give the total Chance to Hit. Ghost Signal: A Stellaris Game is, in a word, disappointing. 0 but I didn't think to save links to the relevant threads at the time. In other words: trust in-game tooltips. Consider the T1 torpedo vs PD techs: Torpedo has 20. This particular fleet focuses on +Accuracy on the X-weapons and +Tracking on the L and M weapons, allowing. Tracking will cancel out some or all of the defender's evasion, and the actual chance to hit is the attacker's accuracy minus the defender's remaining evasion, if any. The less you have, the more benefit +3/+3 gives you. 5 days vs 4+) and bypass shields with a plus against armor. There is no point to Proactive stance. Stellaris doesn't work that way. Đăng nhập Cửa hàng Cộng đồng. SC in Stellaris tend to have high tracking and accuracy while ignoring shields (making them the perfect countermeasure for opposing. Originally posted by. It is quite soft, it doesn't get too tangled and it has low microphonic noise. SC are the best pd but can be tricked a little bit to not shoot at missiles if there are enough enemy strike craft to distract your own. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). . An S-slot weapon does have a higher Tracking value than an L-slot weapon, but its effective value (the net penalty to Accuracy based on Evasion minus Tracking,. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. ago Chance to Hit = max (0, min (100, accuracy + "Chance to Hit") - max (0, evasion - tracking)) is the correct formula. Consider the T1 torpedo vs PD techs: Torpedo has 20. what gives accuracy and tracking in weapons ???Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. So, use large weapons, the station uses medium weapons itself so it can take care of small targets with tracking buffs. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. Base accuracy depends on the weapon type. Due to the nature of Plasma weapons you might as well skip the armor and add shields. what gives accuracy and tracking in weapons ???I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. Yeah, it was quite a shock to come back to regular stellaris in the middle of my run, when they fixed tracking. One last move in to just 1,000 km (1/300th of a light-second) and bringing the turret around 90 degrees needs to take less than a second. PD have accuracy and tracking; but weapons don't have evasion value so how does tracking come to play? Also interceptors from carriers; does their weapon count as energy or kinetic? Showing 1 - 5 of 5 commentsWhat does the tracking stat of a weapon stand for ?I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. what gives accuracy and tracking in weapons ??? Đăng nhập Cửa hàng Trang chủ Hàng khám phá Danh sách ước Cửa hàng điểm Tin tức Thống kêWhat does the tracking stat of a weapon stand for ?Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. I think it's kinda lame, but that's how they coded it. 5 day cooldown, 3 damage, +100% to armour, and bypass 25% of armour. Especially against corvettes which have high baseline evade. Laser - 30% Tracking, 85% accuracy Lrg. How soon you can start shooting. Second destroyer fleet lost 23 ships and the remaining hull was 44%. Third destroyer fleet lost 19 ships and the remaining hull was 38. 0) Number of years since game start is greater than 10 (×2. Kimmaz. Corvette has 60%, destroyer has 25%, cruiser has 10%, battleship has 5%. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. Tracking comes primarily from the weapon stats as well. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. I'll see how balanced fleets do then. 3. The arc has 100% accuracy and 100% tracking. The final "hit chance" is calculated from a combination of tracking Vs evasion (Chance a shot is evaded) and accuracy (Chance a shot just straight up misses). For reference they have 90% accuracy. Chance to hit enemy = Accuracy - Max(Evasion - Tracking; 0). MOONDROP promises planar speed and accuracy, along with exceptional detail and ultra-low distortion, as well as a more nature timbre that pretty. In theory that is 1 PD to counter about 8 of your torpedos; in practice due to tracking and range, it’s closer to 1:4. The lasers have 20 more tracking and 10% worse accuracy, but since your small weapons are ideally firing on smaller ships anyways this can be useful (if my. Discover buried treasures and galactic wonders as you spin a direction for your. I'm not sure I fully comprehend how accuracy and tracking works. Thread starter Dragatus; Start date Jun 22, 2019; Jump to latest Follow Reply Menu We have updated our. Stellaris. Content is available under Attribution-ShareAlike 3. Still, this means the early game narrows into a galactic land grab – which is true of most 4X games to some extent, but especially so here. I run my own consultancy, Stellaris Marketing Consulting, and we specialise in tech that is changing consumer. Only by about . InteractionFormal646 • 5 mo. Their range is better (120 vs 80) and cooldown is 5 sec instead of 17,1, but tracking is 5% instead of 10 and damage is 135-175 instead of 275-445. Weapons with high accuracy tend to have comparatively low damage or other weaknesses. With energy weapons. So if you have a weapon with accuracy 90% and tracking 20%, shooting at a target with 70 evasion, your hit chance would be. Use the 1M stern on ships that aren't using the 2P stern, if I know that the enemy fleet is mostly low-evasion destroyers too. I'm currently playing with some ship designs and I know how accuracy and tracking works. Note that "Precognative Line" has +15 chance to hit and +10 Tracking, though only +15% fire rate. 0 unless otherwise noted. Go to Stellaris r/Stellaris. Another thing that bothers me in [perceived] Stellaris gun logic: small guns with higher hit rate vs huge ships with only slightly less hit rate. 06 damage to hull. Stellaris has a rather cheap upgrade system, where its easy to switch designs. What does the tracking stat of a weapon stand for ? Вход Магазин Начало Опашка за откриване Списък с желания Точков магазин Новини СтатистикиIs there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Torpedo corvette swarms can counter artillery battleships, but hangars counter corvettes, so a fleet of 70% artillery battleships and 30% carrier battleships will counter corvettes and have a lot of firepower for anything else. If the Ancient Relics DLC is installed it also includes the Archaeostudies field. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. Weapons tend to have either fairly good accuracy and low tracking, or medium accuracy and a lot of tracking. The broadside stern with Whirlwinds is used because it gives an extra Auxiliary weapon slot. The only exception is Carrier-type computers, where Sapient is better. Tracking: How much of the target's evasion the weapon will ignore when firing at its target. Marauder Missiles deal 14. The tracking bonus of Lasers. BumderFromDownUnder • 2 yr. I try to dig through my research, but actually you could collect insane +tracking, something like +50-60 for BB. Update (March 10th, 2023): Fast Travel Games announced via Twitter that Ghost Signal: A Stellaris Game is coming exclusively to Quest 2 on March 23rd. Stellaris vs Dioko: Bass: Owing to the much more detailed bass performance of the Dioko, it gets the preference as the as the Stellaris bass is quite lean. For reference they have 90% accuracy. DPS is through the roof, hence why the fleet power with them is so high. There is no one answer to this question as it depends on the individual and their specific goals for taking over Star Stellaris. The S12 Pro are less analytical and sound more “fun” than the Stellaris. you'd think this renders small guns entirely useless. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. 7 - well known mod, creates more variety of solar systems and enhances stars and nebulas. With energy weapons. Artillery Battleships are overall more powerful, but fighters slaughter small craft, especially before you get highly stacked tracking bonuses that help artillery weapons efficiently destroy small craft. Of course, it doesn't take accuracy. The lance has 85% accuracy and 0 tracking. . 3. what gives accuracy and tracking in weapons ???What does the tracking stat of a weapon stand for ? เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติIs there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. They're still the counter for high-evasion for corvettes and destroyers, you just want those screened with an escort fleet. I read in the wiki that it cancels Evasion, but how does that work? If my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy?Small weapons will have high Tracking, medium weapons will have medium Tracking, and large weapons will have minimal Tracking. Certain weapons are easier to aim than others. MOONDROP promises planar speed and accuracy, along with exceptional detail and ultra-low distortion, as well as a more nature timbre that pretty. The Flak Battery costs 8 alloys, has 5 power, an average damage per hit of 1-3 (2. So we're Kinetic Artillery (Destroyer#1) + L-Plasma (Destroyer#2) vs 2 Whirlwinds+ 2 Marauders or so. I'm not sure I fully comprehend how accuracy and tracking works. Accuracy is the base chance to hit. mcsproot May 12, 2016 @ 3:11am. Gives it some range with one med weapon while the 4 small lasers engage anything in range with pinpoint accuracy. They always have 100% accuracy. Accuracy comes primarily from the weapon stats. For reference they have 90% accuracy. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. For reference they have 90% accuracy. I guess? "the. M slots have more range and damage, and with level 2 sensors they have 25 tracking, while the 55-80 tracking of S weapons under the same conditions is overkill against enemies with 35 evasion. So accuracy is base chance to hit, Evasion is reducing it, and Tracking is countering Evasion (only counter, it will never increase your chance to hit if Tracking >> enemy Evasion). As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. Question When designing ships, is accuracy capped at 100%, or can it go above that? Say I had a ship with weapons that had 80% accuracy, and a ship computer that added +20%. In a MP game I saw a friend's sniper BBs missing the smaller enemy ships quite a bit. Fleet power is an attempt to combine all of those many factors into a single number to enable players to more. For reference they have 90% accuracy. creating a strong political system4. . Ships' combat behavior is determined. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. Project time tracking is a continuous process that involves regular monitoring, reporting and analysis of the time spent on tasks. Would would win? One space station boi or two x100 Prethoryn Scourge. Similar to Point Defence weapons, there are three Flak Gun weapons which include Flak Battery, Flak Cannons, and Flak Artillery. Evasion numbers are definitely quite a bit higher (ballpark of 45% - 60%), which makes me believe that something is funky with weapon tracking. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. What tracking does is that it reduces the evasion of a target. Laser - 30% Tracking, 85% accuracy Lrg. SC are the best pd but can be tricked a little bit to not shoot at missiles if there are enough enemy strike craft to distract your own. what gives accuracy and tracking in weapons ???What does the tracking stat of a weapon stand for ?What does the tracking stat of a weapon stand for ? Accedi Negozio Pagina principale Elenco scoperte Lista dei desideri Negozio dei punti Notizie StatisticheIs there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. What does the tracking stat of a weapon stand for ?If my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy? เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติIf my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy? Увійти Крамниця. Accuracy has been tested by others to go above 100 and be effective. Once you get to cruisers, fighters beat out autocannons. 375 DPS to hull. So 70% evasion. Lance: For every 20 shots, 3. Get ready to explore, discover and interact with a multitude of species as you journey among the stars. For reference they have 90% accuracy. Your actual hit rate is: accuracy - ( [evasion - tracking; this term inside the square brackets can't be more than 90 or less than 0]). I keep my destroyers at line range, with the cruisers. What does the tracking stat of a weapon stand for ?Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. And at least it sounds plausible. We’re a team of 3 people and we all work either remotely. a bit that you do not really. It ain't even close in the DPS department. Be it in research, utility slots, power and alloys spent. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. For reference they have 90% accuracy. building a strong army and navy2. 02 DPS to be fair. . you get evasion and tracking from various sources, instead of adding them all together - use them. They can protect your battleship fleet from torpedo corvettes. if tracking is higher than the evasion of the target, the additional tracking does nothing. The swarms SC should benefit, and are slightly better. But PD have 10% tracking; so 1 in 2 (50%) miss; this is why the superior DPS is poorer than the tracking in this case. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. The Chance to hit is calculated out of Evasion, Accuracy and. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T 3 (6000) Flak Cannon, T4 (16000) Flak Artillery. In contrast, if you had obtained a measurement of 12 inches, your measurement would not be very accurate. In theory that is 1 PD to counter. Marauder Missiles deal 14. The difference between chance to hit and tracking is that chance to hit affects your chance to hit a target that has no evasion, it is added together with the weapons' accuracy. Base accuracy depends on the weapon type. Stellaris [official site] is one of the most eagerly awaited strategy games in years. Then you go to glassing entire worlds from orbit. The prices and upkeep. For example, an 82% accuracy weapon shooting at a 40% evasion ship will have an (82 - 40) / 82 or 51. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. Laser - 5% Tracking, 80% accuracy Corvette - 60% Evasion -. Now, I remember a lot of moaning at the time, and to be clear, I have no actual issue with that mechanic. So if tracking and. If my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy? Đăng nhập Cửa hàng Trang chủ Hàng khám phá Danh sách ước Cửa hàng điểm Tin tức Thống kêBeautiful Universe. Accuracy is the percentage chance to hit a target with no evasion. The Stellaris® LM3S6965 microcontroller is based on the ARM® Cortex™-M3 controller core operating at up to 50 MHz, with 256 kB flash and 64 kB SRAM. For reference they have 90% accuracy. Torpedoes have 17. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. I find the transparency and detail retrieval to be interesting as I can personally visualize how a track is made, but other than that I would still prefer a more laid back tuning than being bombarded with a ton of detail for a long time. The data below is a daily average over seven days of sleep tracking, where both devices tracked sleep cycles on the same nights. This page was last edited on 21 April 2017, at 08:46. It increases the accuracy rating by 5%. Accuracy/Tracking is going to take a major penalty as swinging the turret around that fast is going to conflict with moving it precisely to hit something 1,000 km out. Thread starter. Does accuracy cap at 100 percent. you cant go above 100. Use Auxiliary Fire Control to improve the accuracy of these less accurate weapons. Torpedoes have 17. In a MP game I saw a friend's sniper BBs missing the smaller enemy ships quite a bit. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. The bigger weapons do more damage but have much less accuracy and tracking. The cable is of typical quality for the price tag, not bad but nothing special to talk about. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. It also helps to add the Auxilary Fire control, +5% Accuracy. I posted the above text on the Stellaris subreddit, and as someone else there pointed out - combat, at least in the early game, is lasting much longer than it used to, presumably due to the very high. So while their raw dps number is higher they miss a lot. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. 7 DPS and have +25% vs hull for a total of 18. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. Make sure you equip them with small weapons that are high on tracking so that you can lock on and hit them. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. ; About Stellaris Wiki; Mobile viewThis page was last edited on 15 May 2016, at 12:02. Each new adventure holds almost limitless possibilities. 75%; 70% accuracy, 30% tracking vs 80% evasion = (1- (80%-30%)) x 70% =. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. Nov 4, 2018 @ 7:27am. For example, precog line computer gives 15 accuracy, resulting in 105%. Short answer: Disruptors and missiles have the highest accuracy (100%). An S-slot weapon does have a higher Tracking value than an L-slot weapon, but its effective value (the net penalty to Accuracy based on Evasion minus Tracking, with a minimum penalty of 0) in tracking its targets is based mostly on how far out it tries to attack them. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. Note that "Precognative Line" has +15 chance to hit and +10 Tracking, though only +15% fire rate. The biggest counter besides the enemy going smaller hulls is getting weapons with the highest tracking which are basically the Autocannons at 75% Tracking and 85% Accuracy. All you need to do is download a mobile app called Twixt (which costs €10). 25 / ×2. If I've recall what I've read correctly, in the era when Cruisers are new, a carrier cruiser will slaughterer essentially all contemporaneous. 0) Number of years since game start is lower than 5 (×2. And there's point defence, of course. The S12 Pro are a V-shaped pair. Remember, all these stats are additive, and 5% extra fire rate is not. Missiles: long range and high damage, but can be intercepted by point defenses. Note: actual game terms are in bold to avoid confusion. For reference they have 90% accuracy. Twixt App. How does accuracy really work? How does tracking really affect our weapons? What does the +X to hit chance modifier modifier do to our ships? I have run some tests to conclusively deduce the. So a weapon with 200% accuracy and 0% tracking would only. Only by about . With all these new reworks, and bug fixes, and updates. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. 6+) For those unaware, the "~" command will bring up the console. armor (875 HP) due to dark matter deflectors. 5 day cooldown, 3 damage, +100% to armour, and bypass 25% of armour. 31. is that thing reliable?. Whichever is worse for the attacker is the number that's used. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. So, 95% evasion vs 5% tracking isn't 90% evasion, it's 85% since you lose the extra evasion before tracking gets counted. . 3. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. Subscribe. According to the math presented that should result in 0% hits as the effective evasion of 85% exceeds the weapon accuracy of 75% Or as I stated before the more conclusive test is a high accuracy, high tracking fleet against a extreme evasion. If your weapon has accuracy 70 but 0 tracking, and the enemy has 60% evasion (common for corvettes), that means only 10% of your shots are. 99) *Deals are selected by our commerce team. Expand user menuI read in the wiki that it cancels Evasion, but how does that work? If my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy?14 votes, 14 comments. what gives accuracy and tracking in weapons ??? Conectare Magazin Pagina principală Lista de descoperiri Listă de dorințe Magazinul cu puncte Știri StatisticiI've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. Tracking: How. By late game, you'll probably just want battleships and titans. Content is available under Attribution-ShareAlike 3. For reference they have 90% accuracy. Tracking depends on the weapon size and type, computer and sensors. Stellaris is an explore, expand, exploit, exterminate grand strategy video game developed by Paradox Development Studio and published by Paradox Interactive. 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. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. The Chance to hit is calculated out of Evasion, Accuracy and. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Ascension Perks: Technological Ascendancy: +10 % research speed. An expansion DLC is normally accompanied by a free patch that gives. lasers vs plasma, they are bot anti-armor weapons, the difference is that lasers are to be used on smaller ships (corvettes and destroyers) while plasma on larger ships (cruisers and battleships), this is because of tracking stat, lasers have high tracking thus fitted against smaller ships, while plasma has low tracking which is best against. Their range is better (120 vs 80) and cooldown is 5 sec instead of 17,1, but tracking is 5% instead of 10 and damage is 135-175 instead of 275-445. 06 damage to hull. I'm not sure I fully comprehend how accuracy and tracking works. For reference they have 90% accuracy. This means that large weapons - with a poor Tracking value - will still be very effective against large ships like cruisers or battleships, but almost useless against small ships like corvettes due to their high evasion. Add a Comment. If chance to hit would bring accuracy above 100%, it is wasted. 9%. I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). This mode is primarily intended for teaching new players or for lower. The Apple Watch shows more light or core sleep and less deep. Make SURE you have as much Tracking as you can manage and you might want to include a horde of small, cheap Corvettes with anti-shield weapons. This is basically the same as the conditions described in the OP, and that was largely chosen as it gave a reasonable range of result values. 31. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. This means that fleets with long-range weaponry can engage enemies from further away. With all these new reworks, and bug fixes, and updates. NMCs could potentially have a harder tech path (though Swarmers as a T2 tech only need 2 picks and 7500 Engineering, Whirlwinds as T4 need just 3 picks but 27500 Engineering and then figuring out how to get VMs), have less Range, less Tracking, do less base damage in 2 S-slots than SWMs in 1 M-slot (slight vs. No idea what the wiki says, but all missiles have 100% accuracy and different amounts of tracking depending on the missile.