Talk:Gun Spread Formula

Revision as of 17:00, 21 December 2008 by imported>Quetzilla (thoughts on formula)

Clearer Formatting

I think we can make this page a bit clearer if we simplify the formula by merging the Base/Mult pairs in the variables section. So we'd do something like:

Skill Factor (SF) = fGunSpreadSkillBase + (fGunSpreadSkillMult * RelatedSkillValue)

And then in the formula you could just plug in SF instead of (SB + (S * SM)), which will reduce the length of the formula by ~half, as well as making it easier to understand visually.

Another guideline we could use is UESP: UESP Damage Formula

I have to go out for a bit but when I come back I'll make a mockup on my user page so we can decide which works better

--Quetzilla 21:43, 21 December 2008 (UTC)

Formula still needs work

Current Forumla:

Gun Spread = PerkModifiers((AB + AC * AM) + (ISB + ISM) * (CrB + CrM) * (CB + C * CM + SB + S * SM) * (WB + WM + RB + RM))

I think this is still inaccurate particularly this part:

(CB + C * CM + SB + S * SM)

If this is true, then when S (skill) == 100, with default values, that whole part of the equation collapses to 0. That part is multiplied by everything else in the equation except the ArmCrippled influence, but if the arm is not cripple then that is 0 as well, which would result in 100 skill completely eliminating spread, which isn't what I observe in the game. 100 skill would also eliminate any effect of crouching or iron sights, which doesn't seem to be true either.

Also, this formula doesn't take into account the Spread value set on the Weapon Object in the GECK at any point, that I can see.

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