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khai_numerics [2022/05/30 12:01] – [Armor Layering] lower qui ruthenium set khai | khai_numerics [2023/12/24 15:59] (current) – Add armor layering calculator link sift | ||
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===== Khai's Combat Numerics ===== | ===== Khai's Combat Numerics ===== | ||
- | CAVEATS: The value shown here only include items that are accessible in the early/mid game. | ||
==== Firearms ==== | ==== Firearms ==== | ||
- | NOTE: assumes APDS ammunition\\ | + | NOTE: in most cases, the most effective |
- | NOTE: comparisons vs assault cannons | + | NOTE: APDS does not exist for assault cannons, making direct comparisons |
- | NOTE: uses the stats of the best performing weapon | + | NOTE: assumes |
+ | NOTE: stats used are of the best performing weapon | ||
NOTE: defender has +1 TN penalty to dodge for every 3 rounds (round down)\\ | NOTE: defender has +1 TN penalty to dodge for every 3 rounds (round down)\\ | ||
- | \\ | + | NOTE: may require a gunsmithing workshop to replace an existing gas vent with an improved gas vent IV |
- | Typical accessories (gas vent, underbarrel weight/ | + | |
+ | === Typical accessories (gas vent, underbarrel weight/ | ||
+ | The base TN to dodge is 4. Assuming no other modifiers, opponents roll to dodge against TN 6 when facing FA 6, compared to TN 5 when facing FA 5 (or BF). With SR3's dice mechanics, rolling against TN 6 averages **half** the number of successes compared to rolling against TN 5. Thus, an AR or SMG can be more effective than an HMG despite the lower power. On the other hand, defenders aren't permitted to dodge in surprise situations, which is what lets sniper rifles be competitive. | ||
^weapon | ^weapon | ||
|heavy pistol | |heavy pistol | ||
- | |submachine gun |FA 5 |12S |one handed (allows shield) | + | |submachine gun |FA 6 |13D |one handed (allows shield); base 7M SMG with +1 integral recoil comp |
- | |assault rifle |FA 6 |14D |this AR has +2 integral recoil | + | |assault rifle |FA 6 |14D |base 8M AR with either |
- | |shotgun | + | |shotgun |
- | |sport rifle |BF |10D | | + | |
|sniper rifle | |sniper rifle | ||
- | |heavy MG |FA 5 |15D | + | |heavy MG |FA 5 |16D |
- | \\ | + | |
- | With a cyberarm gyromount (compensates 3 points of recoil, but only for light MGs or smaller) | + | === With a cyberarm gyromount (compensates 3 points of recoil, but only for light MGs or smaller) |
^weapon | ^weapon | ||
- | |submachine gun |FA 8 |15D |one handed (allows shield) | + | |submachine gun |FA 8 |16D |one handed (allows shield) |
- | |assault rifle |FA 9 |17D |this AR has +2 integral recoil | + | |assault rifle |FA 9 |17D |base 8M AR with either |
- | |light MG |FA 8 |16D | | | + | |light MG |FA 8 |16D |high ammo capacity |
- | \\ | + | === With a heavy gyromount or tripod (compensates 6 points of recoil), or vehicle mounted (halves recoil) === |
- | With a heavy gyromount or tripod (compensates 6 points of recoil)\\ | + | |
NOTE: the heavy gyromount uses the "about the body" equipment slot\\ | NOTE: the heavy gyromount uses the "about the body" equipment slot\\ | ||
NOTE: tripod use requires the prone position (thus no dodge dice, penalty to target you with ranged, and bonus to target you with melee) | NOTE: tripod use requires the prone position (thus no dodge dice, penalty to target you with ranged, and bonus to target you with melee) | ||
^weapon | ^weapon | ||
|submachine gun |FA 10 | |submachine gun |FA 10 | ||
- | |assault rifle |FA 10 | + | |assault rifle |FA 10 |
- | |heavy MG |FA 10 |20D | + | |heavy MG |FA 10 |21D |base 11S HMG (only one such model is available in the game) | |
==== Melee Weapons ==== | ==== Melee Weapons ==== | ||
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==== Armor Layering ==== | ==== Armor Layering ==== | ||
- | Here are some example setups following the set and layering | + | Here are some example setups following the rules for layering and sets (see **HELP LAYERING** and **HELP ARMOUR SETS** in-game for details)\\ |
- | NOTE: as implemented, it is the highest | + | NOTE: while layering penalties are calculated for B and I separately, the highest |
- | NOTE: helmet, armguards, cyber/ | + | NOTE: helmet, armguards, cyber/ |
- | NOTE: form-fitting armor does not contribute to penalty calculations\\ | + | NOTE: form-fitting armor DOES count in B/I rating layering, but DOES NOT count for determining penalties\\ |
NOTE: when a shield is equipped, only one-handed weapons can be used\\ | NOTE: when a shield is equipped, only one-handed weapons can be used\\ | ||
- | \\ | + | An [[https:// |
- | NOTE: requires quickness 7 to avoid penalties | + | |
+ | === Quickness 6 === | ||
+ | ^slot | ||
+ | |about | ||
+ | |underneath |5 |3 |form-fitting | ||
+ | |feet | ||
+ | |**total** | ||
+ | |||
+ | === Quickness 7 === | ||
^slot | ^slot | ||
|about | |about | ||
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|shield | |shield | ||
|**total** | |**total** | ||
- | \\ | + | |
- | NOTE: requires quickness | + | === Quickness |
^slot | ^slot | ||
|about | |about | ||
- | |body |4 |5 | + | |body |5 |4 |
|underneath |5 |3 |form-fitting | |underneath |5 |3 |form-fitting | ||
|legs | |legs | ||
|feet | |feet | ||
|shield | |shield | ||
- | |**total** | + | |**total** |
- | \\ | + | |
- | NOTE: requires quickness | + | === Quickness |
^slot | ^slot | ||
|about | |about | ||
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|feet | |feet | ||
|**total** | |**total** | ||
- | \\ | + | |
- | NOTE: requires quickness | + | === Quickness |
^slot | ^slot | ||
|about | |about |