stellaris tracking vs accuracy. I think it's kinda lame, but that's how they coded it. stellaris tracking vs accuracy

 
 I think it's kinda lame, but that's how they coded itstellaris tracking vs accuracy  For reference they have 90% accuracy

All of this means that mid and late game the top level laser weapons hit first, hit more types of ships, hit more often, and do more per hit than plasma weapons. 8 version in the Properties -> Beta window. Easy to use weather radar at your fingertips! It increases the accuracy rating by 5%. Why not just have it as: Chance to Hit = Accuracy (0-190) - Evasion (0-90)?what gives accuracy and tracking in weapons ??? Se connecter Magasin Accueil Liste de découvertes Liste de souhaits Boutique des points Actualités StatistiquesThis page was last edited on 21 April 2017, at 08:46. scouts beat all other strike craft in a 1v1 engagement where there are no other factors that might influence the outcome. For reference they have 90% accuracy. 2. Accuracy is the base chance to hit. 0) Number of years since game start is greater. 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. ) So early game, flak has 50% tracking while corvettes have 60% evasion; meaning only 1 in 10 shots is lost to evasion. 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. • 6 yr. Content is available under Attribution-ShareAlike 3. We estimate the accuracy of acoustic trian-gulation relative to observers, bird distance, boom quality, and meteorological conditions through 20 field trials involving 17 booming bitterns and six observers. 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. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. This means they will never miss on targets with 0% evasion (basically just starbases/defense platforms). In statistical terms, accuracy is an absence of bias. Each new adventure holds almost limitless possibilities. Missiles are kinda bad all around currently. Note that "Precognative Line" has +15 chance to hit and +10 Tracking, though only +15% fire rate. 375 DPS to hull. The standard and generally most powerful battleship build, which does well in every single scenario in a single player game of stellaris, is giga cannon + 4 proton launchers. THEN you go to destroying entire SOLAR SYSTEMS in one shot with Star-Eaters (this is when the galaxy unites. Members Online. 8%. In theory that is 1 PD to counter. Originally posted by pete3great: A 7:3 ratio is the meta, with 3 being the carrier/point defense. Keep in mind that combat computers/thrusters/auxiliary components can also alter these stats, but generally they cancel out at equivalent tech tiers. 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. In Stellaris's case, the math isn't as clean. 6+) For those unaware, the "~" command will bring up the console. But the Flak Battery has 50% tracking vs Sentinel's 10%. If a ship of a design is under construction or being upgraded, the design cannot be edited. 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%. So, to maximize firepower, S slots are really useless, M weapon slots arent bad vs small craft, but small ships wont do much damage. That is, "Chance to Hit" is really accuracy and 100%. Project time tracking is a continuous process that involves regular monitoring, reporting and analysis of the time spent on tasks. 95 (List Price $129) Amazfit GTS 2 Smart Watch (Midnight Black) — $79. I keep my destroyers at line range, with the cruisers. Go to Stellaris r/Stellaris. 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. 6. Best. 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. There is very little benefit to aggressive policy and it's not worth attempting to capture an enemy science ship, but the AI loves to do it so you'd better take the protection offered by Cautious stance. 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. Accessories. Tracking depends on the weapon size and type, computer and sensors. but i can't find that one single thing on the whole internet :D Are "chance to hit" bonuses giving you percentage numbers? I mean, does "chance to hit: +5" actually add 5% to the accuracy? So if I have 90% accuracy and then add two Auxiliaries which both give "chance to hit. 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. Moving twice as fast puts your accuracy at 0%, and being stationary just rocks you - talking battleships instant killing corvettes. And for the record, you got downvotes because you come off like an asshole, not because you're wrongComputer system. 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. In essence, lasers are a more balanced weapon capable of taking on multiple roles, whereas plasma is more specialized at one role, being anti armor/hull. So they always hit a stationary target, but evasive targets can avoid being hit. ; About Stellaris Wiki; Mobile viewWhat 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?. Redirect page. Use Auxiliary Fire Control to improve the accuracy of these less accurate weapons. you get evasion and tracking from various sources, instead of adding them all together - use them. If chance to hit would bring accuracy above 100%, it is wasted. If you like the idea of tracking the accuracy of your watches, but Matěj‘s methodology scares you a bit, there is an easier solution. For reference they have 90% accuracy. According to the Ship Designer tooltip, average damage would increase by 50% if I switched. For reference they have 90% accuracy. you cant go above 100. Stellaris. If we are shooting at a battleship with effectively 0 evasion, the accuracy is all that is necessary here. Missiles, tracking, and retargetting. Moving twice as fast puts your accuracy at 0%, and being stationary just rocks you - talking battleships instant killing corvettes. MOONDROP promises planar speed and accuracy, along with exceptional detail and ultra-low distortion, as well as a more nature timbre that pretty. Stellaris Real-time strategy Strategy video game Gaming. 06 damage to hull. So increasing your chance to hit and increasing your tracking both have a fantastic effect on your. So if tracking and. Autocannons are extremely short range. 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. Accuracy assesses whether a series of measurements are correct on average. In other words, measurements are not systematically too high or too low. 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. Missiles start with 0 Evasion and end with 40. 0 but I didn't think to save links to the relevant threads at the time. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Tracking. ) So early game, flak has 50% tracking while corvettes have 60% evasion; meaning only 1 in 10 shots is lost to 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. Missiles are kinda bad all around currently. . Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. Like all our Grand Strategy games, the adventure. - Hit% + Miss% = base accuracy of guns+/-5% Seems like tracking is completely gone . So 70% evasion. 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. I've been looking for the exact stats on the Titan laser and I can't find them. Figure 1. Weapons tend to have either fairly good accuracy and low tracking, or medium accuracy and a lot of tracking. It's a good trade, and that's the best Missiles can do in the 3. 10+. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. While they have better damage and 100% accuracy, their tracking is much worse than the other weapon types (25% vs 50%) so chance-to-hit against other corvettes (which have 60% evasion by default) is actually. For example, an 82% accuracy weapon shooting at a 40% evasion ship will have an (82 - 40) / 82 or 51. Accuracy is capped at 100. 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. 0OUT NOW on Quest 2: content (DLC) is content built by Paradox Development Studio (PDS) as an extension or add-on to Stellaris. I think it's kinda lame, but that's how they coded it. Put + tracking pieces in the auxiliary slots. Bigger range is better so pick the appropriate computer slot upgrade so you can ping as many corvettes as possible before they close. EG Galaxy Colours Restored - makes the unexplored stars visible, which is really an amazing sight in the early game. Ship accuracy. So, 95% evasion vs 5% tracking isn't 90% evasion, it's 85% since you lose the extra evasion before tracking gets counted. Cloud lightning also has better accuracy and tracking, which further contributes towards making them better than a first glance (and fleet power) suggests. For reference they have 90% accuracy. Same reason as above. Originally posted by. The Carrier computer has two values: It details the ship holds position at 150. Range. Small weapons vs Large weapons accuracy vs defense. Stellaris Real-time strategy Strategy video game Gaming. Just small slots though, the medium lasers can't compete with plasma. And even aux tracking comp in your case will be benificial. . Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. Weapons with high accuracy tend to have comparatively low damage or other weaknesses. So, to maximize firepower, S slots are really useless, M weapon slots arent bad vs small craft, but small ships wont do much damage. Regular missiles are closer to 1P trading vs 3ish regular missiles. Why not just have it as: Chance to Hit = Accuracy (0-190) - Evasion (0-90)?what gives accuracy and tracking in weapons ??? Вход Магазин Начало Опашка за откриване Списък с желания Точков магазин Новини Статистикиwhat gives accuracy and tracking in weapons ??? Se connecter Magasin Accueil Liste de découvertes Liste de souhaits Boutique des points Actualités StatistiquesTracking implants, and Thought Enforcement each provide +1 Encryption. All Discussions. . 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. Certain weapons are easier to aim than others. 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. Weapons with high accuracy tend to have comparatively low damage or other weaknesses. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. They can protect your battleship fleet from torpedo corvettes. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. So, 95% evasion vs 5% tracking isn't 90% evasion, it's 85% since you lose the extra evasion before tracking gets counted. 45% TRACKING vs 90% EVASION DODGE = 20% Calculation: (90*10)/45 25% TRACKING vs 90% EVASION DODGE = 36% Calculation: (90*10)/25 15%. Also, evasions is capped at 90. 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. It went from long battles with corvettes cycling around enemy ships for a long time, to having every corvette on each side instantly dying to the alpha strike of battleships before they fire a 2nd torpedo, and even the fallen empire fleets dying before. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. So, neutrons are only worse against extra heavily armored targets. This also means any ship with 0% evasion gets. 31. Best. Until the patch drops at least. First destroyer fleet lost 19 ships and the remaining hull was 40. 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. Now, I remember a lot of moaning at the time, and to be clear, I have no actual issue with that mechanic. Assuming L-Lasers (aka: 5% tracking), your breakeven point with Tachyon Sensors is 45% evasion. The difference in their performance depends on how good the enemy is at evading. Chance to hit enemy = Accuracy - Max(Evasion - Tracking; 0). Our upcoming VR action roguelite title Ghost Signal: A Stellaris Game is supporting Hand Tracking 2. 0) Number of years since game start is greater than 10 (×2. We would, as such, need to adjust the values for assumed misses. I reloaded an old save and replayed a 500k vs 500k battle, and won with 300k left. Point Defense does more damage per shot - its better at actually destroying incoming attackers because it kills them in less hits, giving them less of an opportunity to damage your fleet - if it hits, which is the critical distinction. This page was last edited on 17 April 2021, at 08:22. They are modular in nature, which means that a player can choose to play with or without a given DLC by checking them out at the launch menu. 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. 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. Thanks to the medium weapons, unlike the popular opinion of small weapons vs corvette spam, you should have a decent range advantage over those Corvettes, so you can swat quite a few. 64 Destroyers vs 132 Corvettes. It's a continuation and a rewrite of their work to keep this mod alive. Chance to hit = Accuracy (0-100) - max {0, Evasion (0-90)-Tracking} + Bonus Chance to Hit. So they always hit a stationary target, but evasive targets can avoid being hit. Steven Nov 14, 2016 @ 9:25am. After one of the fleets was halfway dead I stopped the test and recorded the damage to. In Stellaris, players take control of an interstellar civilization on the galactic stage and are tasked with exploring, colonizing, and managing their region of the galaxy, encountering other civilizations that. For reference they have 90% accuracy. *It can level up by destroying&disengaging hostile ships. PD starts with 10 Tracking and ends with 30. So, use large weapons, the station uses medium weapons itself so it can take care of small targets with tracking buffs. Accuracy is capped at 100. For reference they have 90% accuracy. For reference they have 90% accuracy. 0 inches. The actual results of combat are determined by weapon range, damage, accuracy, tracking, evasion, shields, armor, hull, etc. . Interceptor vs Gunship Destroyer: 0:3 Destroyer victory. Ghost Signal: A Stellaris Game is, in a word, disappointing. The strength of the fleet academy bonus is inversely proportional to the starting accuracy and tracking of a weapon. Stellaris Real-time strategy Strategy video game Gaming. A quick question, I hope. 7 DPS and have +25% vs hull for a total of 18. Weapons tend to have either fairly good accuracy and low tracking, or medium accuracy and a lot of tracking. . Short answer: Disruptors and missiles have the highest accuracy (100%). Use smaller weapons and strike craft, which have higher accuracy and tracking baseline. So the base power and damage output of AC1 is 30% higher than Coilgun2. What tracking does is that it reduces the evasion of a target. Same reason as above. . The wiki states that missiles "have 100% accuracy and 100% Tracking so their damage is unavoidable", but then when it lists actual missile stats tracking is listed as 25% for. Use one of the combat computers that grants accuracy and/or tracking. 5 P-slots to take out one of the opponents M-slot. Range. 375 DPS to hull. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. Nowhere in my galaxy is anything highlighted. Any point your opponent put into shields is completely wasted. you'd think this renders small guns entirely useless. Which makes ship with terrible tracking weapons have more trouble with corvettes. Known for their historical grand strategy games, Paradox Development Studio have turned their attention to the stars, with a game that attempts to create a sense of sci-fi mastery through its randomisation of everything from the galactic map to the traits and. EleventhStar. Be it in research, utility slots, power and alloys spent. Base accuracy depends on the weapon type. . 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?. The one issue you might have is accuracy. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. It ain't even close in the DPS department. 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. Version 3. I use a picket bow and and interceptor stern. Depending on how many players were playing with we usually run it like one is the leader and the others govern their own sectors and ask for allocation of resources in order to build sector fleets and or build up their planets. The Chance to hit is calculated out of Evasion, Accuracy and. First Contact. . Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. They are bassier, though bass quality is not as tight as on the Stellaris. 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. You trade 1. Which they do prioritize, but it doesn't effectively do so due to short range. Bonus chance to hit comes from computers and auxiliary fire control. Discover buried treasures and galactic wonders as you spin a direction for your. Laser - 5% Tracking, 80% accuracy Corvette - 60% Evasion -. The tracking. Just swap the artillery core for the carrier core and leave everything else the same. 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. Autocannons are close range shield shredders. Chance to hit enemy = Accuracy - Max(Evasion - Tracking; 0). This mode is primarily intended for teaching new players or for lower. The Stellaris™ FISH technology is a new mRNA detection method that enables simultaneous detection, localization and quantification of individual RNA molecules at the cellular level. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. For reference they have 90% accuracy. Amoebas benefit the most from accuracy and tracking bonuses because their innate accuracy is uncapped. 4 comments. 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 is quite soft, it doesn't get too tangled and it has low microphonic noise. Once you get to cruisers, fighters beat out autocannons. For reference they have 90% accuracy. Throw in Point Defense and Flak for an extra burn as you watch your firepower go from 100% to 0, whereas kinectics and lasers will have damage reduction (lasers vs shields, kinectics vs 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 ??? 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?. So imagine a corvette has 90% base evasion. From my understanding, the Auxiliary Fire-Control adds chance of hit, and it’s not exactly accuracy. Energy and Kinetic point defense systems, and they both cost the same in terms of power and alloys, and have the same cooldown, accuracy and range. 0) Number of years since game start is lower than 5 (×2. Evasion and accuracy work together to result in a single to-hit chance, where your percent chance to hit is {accuracy-evasion}/ {accuracy] . For reference they have 90% accuracy. Could someone explain me in short how these three parameters affect the chance to hit a target? For example, a ship (evasion 40%) is. Nobody gives a shit about decreasing crime 95% of the time and a -10 to crime is so useless that the single click it would take to activate would still be a waste of time. . However, there is a little bit of rock-paper-scissors in the combat that means a strong fleet can lose to a weaker one if they are a counter. I'd love to see in the ship designer all the math done right there. ago. 3. For reference they have 90% accuracy. If I've recall what I've read correctly, in the era when Cruisers are new, a carrier cruiser will slaughterer essentially all contemporaneous. They're great on corvettes, or anti Corvette destroyers. 6 will mess that up. All the caps are factored in at the designer, and then affected after the fact in combat. If you play Fanatic Purifiers, becoming the crisis is your goal. Thread starter Dragatus; Start date Jun 22, 2019; Jump to latest Follow Reply Menu We have updated our. Content is available under Attribution-ShareAlike 3. The Stellaris has an uneven treble response. I'm not sure I fully comprehend how accuracy and tracking works. Kinetic Artillery synergizes with it. Kimmaz. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. 0), a range of 30 with 50% tracking, and average damage of 3. Put + tracking pieces in the auxiliary slots. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. Đăng nhập Cửa hàng Cộng đồng. 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). Edit: in your example chance to hit is 80. For reference they have 90% accuracy. With energy weapons. Certain weapons are easier to aim than others. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. The standard and generally most powerful battleship build, which does well in every single scenario in a single player game of stellaris, is giga cannon + 4 proton launchers. Another possibly strong strategy is going pure destroyers. Accuracy is just the weapon's chance to hit a target before tracking and evasion are considered. 0 unless otherwise noted. For reference they have 90% accuracy. 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. Evasion vs Accuracy Evasion and accuracy work together to result in a single to-hit chance, where your percent chance to hit is {accuracy. The cable is of typical quality for the price tag, not bad but nothing special to talk about. MOONDROP promises planar speed and accuracy, along with exceptional detail and ultra-low distortion, as well as a more nature timbre that pretty. The data below is a daily average over seven days of sleep tracking, where both devices tracked sleep cycles on the same nights. Stellaris. Best. 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. Content is available under Attribution-ShareAlike 3. If you can solve the issues of fitting complex Stellaris pops into V2 mechanics, please describe your solution in enough detail that the Stellaris devs can use your solution for the game. I guess? "the. For reference they have 90% 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?. -10 unhappiness is big though. Add a Comment. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). According to the Ship Designer tooltip, average damage would increase by 50% if I switched. However, the accuracy/tracking/evasion formula currently looks something like X= accuracy-(min0, evasion(max90)-tracking), which results large guns still having significant chances to hit a corvette at max evasion, enough for the large gun’s increased damage and range to result in equivalent or better damage to small hulls then a smaller gun. Ship design isn't exactly my biggest. cation, the accuracy of which can be estimated using mathematical models developed for ra-dio-tracking data (White and Garrott 1990). 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. Torpedoes have 17. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Accuracy has been tested by others to go above 100 and be effective. These measurements are quite accurate because they are very close to the correct value of 11. 1. 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 reduces enemy evasion, it does not increase your accuracy. Unless I am missing something chance to hit would be the accuracy minus whatever evasion remains from the evasion - tracking calculation. ago Chance to Hit = max (0, min (100, accuracy + "Chance to Hit") - max (0, evasion - tracking)) is the correct formula. I'll take 10 tracking over 5% weapons range and fire rate on artillery computers every day of the week. For targets with high/max evasion you will want to use autocannons because their high tracking counters the most evasion. The only exception is Carrier-type computers, where Sapient is better. This is pretty much a better trade than the shield damage of kinetic artillery. Schwartz_wee • 2 yr. Ships' combat behavior is determined. 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. 3. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. . Also, vs armor it isnt bad at 1. Torpedoes have 17. The Flak Cannons cost 10 alloys, have. No idea what the wiki says, but all missiles have 100% accuracy and different amounts of tracking depending on the missile. #4. The SNPline workflow consists of all instruments, software, and validated procedures needed to establish a highly cost-effective, flexible, and scalable PCR-based genotyping solution. Can't exceed 100% on that terms if I recall correctly. Content is available under Attribution-ShareAlike 3. For reference they have 90% accuracy. Evasion is capped at 90% *before it gets used, * meaning that having over 90% evasion doesn't help with providing a bullet sponge for tracking. 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. 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. Tracking reduces the enemy Evasion. Average losses: 48:28 (In naval capacity) Missile Boat vs Gunship Destroyer: 3:0 Missile Boat victory. In other words: trust in-game tooltips. The Stellaris effectively replaces the MOONDROP Starfield, hence also the space theme and design here, and uses custom-developed planar magnetic drivers in a fairly unique form factor. Whichever is worse for the attacker is the number that's used. Stellaris has a rather cheap upgrade system, where its easy to switch designs. 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?. Accuracy is the standard/max to-hit of a weapon. 375 DPS to hull. So, a ship with 70% Evasion going against a weapon of 90% Accuracy and 60% Tracking will have 80% Chance to be Hit by the weapon. Similar to Point Defence weapons, there are three Flak Gun weapons which include Flak Battery, Flak Cannons, and Flak Artillery. Missiles: long range and high damage, but can be intercepted by point defenses. 0 but I didn't think to save links to the relevant threads at the time. Fleet power is a heuristic estimate of how powerful a fleet is, and has no actual effect on combat whatsoever. 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. Accuracy/evasion/tracking. So while their raw dps number is higher they miss a lot.