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khai_numerics [2022/07/17 11:23] – [Armor Layering] khaikhai_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: in most cases, the most effective ammunition is APDS (see **HELP AMMUNITION** in-game for details)\\ NOTE: in most cases, the most effective ammunition is APDS (see **HELP AMMUNITION** in-game for details)\\
 NOTE: APDS does not exist for assault cannons, making direct comparisons a bit more complicated, so they are not included here\\ NOTE: APDS does not exist for assault cannons, making direct comparisons a bit more complicated, so they are not included here\\
-NOTE: uses the stats of the best performing weapon variants for each weapon class\\+NOTE: assumes the wielder fires only as many rounds as the recoil compensation can handle\\ 
 +NOTE: stats used are of the best performing weapon variant for each weapon class in the given situation\\
 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\\ +NOTE: may require a gunsmithing workshop to replace an existing gas vent with an improved gas vent IV 
-\\ + 
-Typical accessories (gas vent, underbarrel weight/foregrip, etc)+=== Typical accessories (gas vent, underbarrel weight/foregrip, etc) === 
 +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         ^mode        ^damage code    ^notes                                                                                     ^ ^weapon         ^mode        ^damage code    ^notes                                                                                     ^
 |heavy pistol   |BF          |12S            |one handed (allows shield)                                                                | |heavy pistol   |BF          |12S            |one handed (allows shield)                                                                |
-|submachine gun |FA 6        |13D            |one handed (allows shield), this SMG variant has +1 integral recoil comp                  +|submachine gun |FA 6        |13D            |one handed (allows shield); base 7M SMG with +1 integral recoil comp                      
-|assault rifle  |FA 6        |14D            |this AR variant has +integral recoil compbut no underbarrel slot                      |+|assault rifle  |FA 6        |14D            |base 8M AR with either +integral recoil, or +2 integral recoil with no underbarrel slot |
 |shotgun        |BF          |13D            |since the underbarrel slot isn't needed for recoil comp, ideal for bayonets               | |shotgun        |BF          |13D            |since the underbarrel slot isn't needed for recoil comp, ideal for bayonets               |
 |sniper rifle   |SA          |14D            |-2 TN bonus when shooting into other rooms                                                | |sniper rifle   |SA          |14D            |-2 TN bonus when shooting into other rooms                                                |
-|heavy MG       |FA 5        |15D            |requires 8 bod and 8 str                                                                  +|heavy MG       |FA 5        |16D            |requires 8 bod and 8; base 11S HMG (only one such model is available in the game)         
-\\ + 
-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         ^mode        ^damage code    ^notes                                                                                     ^ ^weapon         ^mode        ^damage code    ^notes                                                                                     ^
 |submachine gun |FA 8        |16D            |one handed (allows shield)                                                                | |submachine gun |FA 8        |16D            |one handed (allows shield)                                                                |
-|assault rifle  |FA 9        |17D            |this AR variant has +integral recoil compbut no underbarrel slot                      |+|assault rifle  |FA 9        |17D            |base 8M AR with either +integral recoil, or +2 integral recoil with no underbarrel slot |
 |light MG       |FA 8        |16D            |high ammo capacity                                                                        | |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         ^mode        ^damage code    ^notes                                                                                     ^ ^weapon         ^mode        ^damage code    ^notes                                                                                     ^
 |submachine gun |FA 10       |17D            |one handed (allows shield)                                                                | |submachine gun |FA 10       |17D            |one handed (allows shield)                                                                |
-|assault rifle  |FA 10       |19D            |this AR variant has base damage code 9M                                                   +|assault rifle  |FA 10       |19D            |base 9M AR (these models don't have integral recoil comp)                                 
-|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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 NOTE: form-fitting armor DOES count in B/I rating layering, but DOES NOT count for determining penalties\\ 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://www.awakemud.com/armor_calc.html|Armor Layering Calculator]] is available to help you explore these rules. 
-NOTErequires quickness 6 to avoid penalties+ 
 +=== Quickness 6 ===
 ^slot       ^ballistic  ^impact ^notes          ^ ^slot       ^ballistic  ^impact ^notes          ^
 |about      |5          |4      |               | |about      |5          |4      |               |
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 |feet       |1          |2      |               | |feet       |1          |2      |               |
 |**total**  |**8**      |**6**  |**LAYERED**    | |**total**  |**8**      |**6**  |**LAYERED**    |
-\\ + 
-NOTE: requires quickness to avoid penalties+=== Quickness ===
 ^slot       ^ballistic  ^impact ^notes          ^ ^slot       ^ballistic  ^impact ^notes          ^
 |about      |3.5        |3.5    |part of a set  | |about      |3.5        |3.5    |part of a set  |
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 |shield     |1          |1      |part of a set  | |shield     |1          |1      |part of a set  |
 |**total**  |**9**      |**8**  |**LAYERED**    | |**total**  |**9**      |**8**  |**LAYERED**    |
-\\ + 
-NOTE: requires quickness 12 to avoid penalties+=== Quickness 12 ===
 ^slot       ^ballistic  ^impact ^notes          ^ ^slot       ^ballistic  ^impact ^notes          ^
 |about      |3.5        |3.5    |part of a set  | |about      |3.5        |3.5    |part of a set  |
-|body       |         |                   |+|body       |         |                   |
 |underneath |5          |3      |form-fitting   | |underneath |5          |3      |form-fitting   |
 |legs       |1.5        |1.5    |part of a set  | |legs       |1.5        |1.5    |part of a set  |
 |feet       |1          |1      |part of a set  | |feet       |1          |1      |part of a set  |
 |shield     |1          |1      |part of a set  | |shield     |1          |1      |part of a set  |
-|**total**  |**11**     |**11** |**LAYERED**    | +|**total**  |**12**     |**10** |**LAYERED**    | 
-\\ + 
-NOTE: requires quickness 11 to avoid penalties+=== Quickness 11 + Ruthenium ===
 ^slot       ^ballistic  ^impact ^notes          ^ ^slot       ^ballistic  ^impact ^notes          ^
 |about      |4          |2      |RUTHENIUM      | |about      |4          |2      |RUTHENIUM      |
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 |feet       |1          |2      |               | |feet       |1          |2      |               |
 |**total**  |**10**     |**9**  |**LAYERED**    | |**total**  |**10**     |**9**  |**LAYERED**    |
-\\ + 
-NOTE: requires quickness 12 to avoid penalties+=== Quickness 12 + Gyromount ===
 ^slot       ^ballistic  ^impact ^notes          ^ ^slot       ^ballistic  ^impact ^notes          ^
 |about      |1          |1      |GYROMOUNT      | |about      |1          |1      |GYROMOUNT      |
khai_numerics.1658082218.txt.gz · Last modified: 2023/01/30 19:07 (external edit)