stellaris tracking vs accuracy. With all these new reworks, and bug fixes, and updates. stellaris tracking vs accuracy

 
With all these new reworks, and bug fixes, and updatesstellaris tracking vs accuracy 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1

So we're Kinetic Artillery (Destroyer#1) + L-Plasma (Destroyer#2) vs 2 Whirlwinds+ 2 Marauders or so. 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. Whichever is worse for the attacker is the number that's used. 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 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. what gives accuracy and tracking in weapons ??? เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติAssuming same total HP, same total DPS, range and 100% accuracy, I would say the single ship would win. 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. #1. Missiles, tracking, and retargetting. All the caps are factored in at the designer, and then affected after the fact in combat. However, some tips on how to take over Star Stellaris may include:1. And even aux tracking comp in your case will be benificial. However, +5 stability would not only make tracking implants. What does the tracking stat of a weapon stand for ? Войти Магазин Главная Рекомендации Список желаемого Предметы за очки Новости СтатистикаIs there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Đăng nhập Cửa hàng Cộng đồng. 1 1. Accuracy is the percentage chance to hit a target with no evasion. Is the below correct? Small Laser - 60% Tracking, 90% accuracy Med. Nov 4, 2018 @ 7:27am. 0 but I didn't think to save links to the relevant threads at the time. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. You at first go from landing on worlds to purge xenos. 3. 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. How soon you can start shooting. 95 (List Price $129) Amazfit GTS 2 Smart Watch (Midnight Black) — $79. Chance to hit enemy = Accuracy - Max(Evasion - Tracking; 0). 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. Tracking implants has 100% been added. Why no just uncap accuracy and allow values over 100%? It seems odd to just have tertiary and quaternary factors of tracking and Bonus Chance to Hit. The Sentinel Point Defense does 1-4 damage vs Flak Battery's 1-3, so I'm inclined to pick the energy PD over the kinetic PD. Members Online. That simply doesn't make sense. So if tracking and. . It’s in the wiki but a simple version would be chance to hit= acc- (evasion-tracking) And evasion-tracking can’t be less than 0. 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. With energy weapons. You have 10 more track. Complex77 • Maintenance Drone • 4 yr. While on paper more influence sounds nice, you only get. 5mm plug. 02 DPS to be fair. With corvette spam, the tactic is to set up enclaves with defense platforms to attrit the opponent, fortresses to slow the enemy, and a battlewagon fleet that can start taking them on head-on. Having said that, the Stellaris are even brighter, with a thinner note weight!Stellaris: Suggestions. For reference they have 90% accuracy. Forge a galactic empire as you delve into newly discovered planets, unearth treasures and establish a direction for your society. Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. . you cant go above 100. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. Megastructures are colossal constructions. "Line Cruiser" are better at accuracy vs foes with 44% evasion, while "Picket Cruiser" will have better accuracy vs foes with 46% evasion. Both have the same Accuracy. The opposing ship had 30% Evasion. In addition, while most M weapons are 2x and L 4x the damage. 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. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. I want to theorycraft to see if it's worthwhile to put enigmatic…A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Fleet power is a heuristic estimate of how powerful a fleet is, and has no actual effect on combat whatsoever. So these tests will use fleets of 70 naval capacity. Accuracy is capped at 100. I think it's kinda lame, but that's how they coded it. What does the tracking stat of a weapon stand for ?Vs. For reference they have 90% accuracy. 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. a bit that you do not really. Explore, discover and interact with a multitude of species as you journey among the stars. Damage against the hull of 100%. 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. 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. 0) Number of years since game start is greater than 15 (×2. Weapons with high accuracy tend to have comparatively low damage or other weaknesses. Assuming L-Lasers (aka: 5% tracking), your breakeven point with Tachyon Sensors is 45% evasion. 3. 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. 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?. 8%. bonus is a sick joke too - AI will one-shot my ships due to bonus and retreat - looks like bonus gives them 100% accuracy with tachyon lances vs 110% evasion corvettes too. Your actual hit rate is: accuracy - ( [evasion - tracking; this term inside the square brackets can't be more than 90 or less than 0]). Stellaris. Is the below correct? Small Laser - 60% Tracking, 90% accuracy Med. The tracking bonus of Lasers. I'd love to see in the ship designer all the math done right there. Not just because they have decent tracking, 100% accuracy, and retargeting ability (so less wasted overkill damage), but because the corvettes the smallest health pool meaning that, even with a maxed out defense 500 hp corvette with 555 armor. 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. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. 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?Accuracy: chance to hit Tracking: cancels out enemy evasion If you have two weapons with the same accuracy, tracking and dps, but one weapon does a lot of damage every 10 seconds, and the second weapon does fewer damage, but shoots every second, then the second weapon will be more effective against corvettes. (×1. . The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. 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?. 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?. 0 unless otherwise noted. I'm not sure I fully comprehend how accuracy and tracking works. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. Accuracy is the base chance to hit. 6. For reference they have 90% accuracy. 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. 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 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. How soon you can start shooting. Use one of the combat computers that grants accuracy and/or tracking. Edit: in your example chance to hit is 80. 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. Weapons with high accuracy tend to have comparatively low damage or other weaknesses. Yeah, it was quite a shock to come back to regular stellaris in the middle of my run, when they fixed tracking. 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?. This mod adds the famous near-Human Star Wars Chiss species as animated portraits under the phenotype category "Humanoid" to Stellaris. 6+) For those unaware, the "~" command will bring up the console. ; About Stellaris Wiki; Mobile view The bigger weapons do more damage but have much less accuracy and tracking. The second number is 100 - (evasion - tracking). They have good tracking and the highest DPS of small slot weapons but low range. 45% accuracy, 55% tracking vs 80% evasion = (1-(80%-55%)) x 45% = 33. I'm not sure I fully comprehend how accuracy and tracking works. But ever since then, I haven't enjoyed a. Twitch - Understanding these three basics of ship and weapons stats can allow you to understand the reasons your ships k. 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. Your corvettes will die quickly because strike craft have 100% accuracy + 100% tracking, so evasion does nothing. Bonus chance to hit comes from computers and auxiliary fire control. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. The progression for Point-Defense is shown on the Wiki as Tier-0 Sentinel PD, T 2 (6000 base research) Barrier PD, T4 (16000) Guardian PD. For reference they have 90% accuracy. They always have 100% accuracy. 4. at least RP viable, but would make. The swarms SC should benefit, and are slightly better. But that 25% armor damage means you'll get hard countered if the enemy adapts and runs all armor. I'm not very familiar with stellaris combat mechanics, so I'm not sure how to value these stats. Content is available under Attribution-ShareAlike 3. This is an updated version of Extra Events by Bürgermeister (followed by neptunehs' unofficial fix) updated for Stellaris 3. There has. 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. Note that "Precognative Line" has +15 chance to hit and +10 Tracking, though only +15% fire rate. Evasion numbers are definitely quite a bit higher (ballpark of 45% - 60%), which makes me believe that something is funky with weapon tracking. Fleet power is a rough example of how strong a fleet is. Accuracy is the standard/max to-hit of a weapon. So increasing your chance to hit and increasing your tracking both have a fantastic effect on your. The Flak Cannons cost 10 alloys, have. . Each new adventure holds almost limitless possibilities. Use smaller weapons and strike craft, which have higher accuracy and tracking baseline. I'm currently playing with some ship designs and I know how accuracy and tracking works. My apology if this has been answered before. And there's point defence, of course. 06 damage to hull. For reference they have 90% accuracy. Subscribe to downloadExtra Events 3. you'd think this renders small guns entirely useless. Accuracy has been tested by others to go above 100 and be effective. 0 unless otherwise noted. 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. 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. Accuracy and tracking stats in your calculations aren't taken into account. 4 comments. So if you’re using low tracking weapons (big guns) the Auxiliary Fire-Control might help you to hit the lighter ship types (corvettes and destroyers). 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. 3. For reference they have 90% accuracy. 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. This page was last edited on 21 April 2017, at 08:46. 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. 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. Redirect page. 8 version in the Properties -> Beta window. I try to dig through my research, but actually you could collect insane +tracking, something like +50-60 for BB. Put + tracking pieces in the auxiliary slots. 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. So fleet would be very likely to win. So, to maximize firepower, S slots are really useless, M weapon slots arent bad vs small craft, but small ships wont do much damage. 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?. 5 day cooldown, 3 damage, +100% to armour, and bypass 25% of armour. 25 / ×2. So they always hit a stationary target, but evasive targets can avoid being hit. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. Missiles will often target the same target and choose another target within missiles re-engagement distance if the old target gets killed before the missile reaches it. Corvette Spam. #1. Consider the T1 torpedo vs PD techs: Torpedo has 20. For reference they have 90% accuracy. For example, an 82% accuracy weapon shooting at a 40% evasion ship will have an (82 - 40) / 82 or 51. is that thing reliable?. Just small slots though, the medium lasers can't compete with plasma. Use Auxiliary Fire Control to improve the accuracy of these less accurate weapons. 00%; 30% accuracy, 70% tracking vs 80% evasion = (1- (80%-70%)) x 30% = 27. 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. 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. Ship AI in stellaris is fairly smart. Kimmaz. 7. 82% vs 75% (with defense of over 1000 vs 100). By late game, you'll probably just want battleships and titans. 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. Can confirm that this was tested shortly after 2. 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. 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. 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. Ghost Signal: A Stellaris Game is, in a word, disappointing. 7 DPS and have +25% vs hull for a total of 18. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. #2. And at least it sounds plausible. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. 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%. Subscribe. Generally that's why you want a lot of tracking vs high evasion ships and don't care about it vs low evasion ships, while chance to hit is always nice to have until you hit 100%. EG Multicoloured Galaxy Texture - gives colours and texture to the galaxy instead of it being a blank veil. Accessories. Chance-to-hit is the total chance that the weapon will impact the target based on the weapon's accuracy and tracking and the target's evasion. So while their raw dps number is higher they miss a lot. 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?Stellaris was, at one period, one of my all time favourite strategy games, and has given me two of my favourite campaigns of all time. Moving twice as fast puts your accuracy at 0%, and being stationary just rocks you - talking battleships instant killing corvettes. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. Laser - 30% Tracking. The higher tier energy weapons have much greater range than the plasma weapons do, higher dps, and at least for the s/m/l slots the lasers have higher tracking and accuracy. 3. 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. 7 - well known mod, creates more variety of solar systems and enhances stars and nebulas. 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 in come cases it might act as tracking instead of accuracy. And shields have a higher maximum value (1250 HP) vs. ) So early game, flak has 50% tracking while corvettes have 60% evasion; meaning only 1 in 10 shots is lost to evasion. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. . Only by about . 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. 375 DPS to hull. Fleet power is a rough example of how strong a fleet is. . This makes lasers and kinetics insanely strong against those ships, since accuracy isn't really an issue anymore. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. if tracking is higher than the evasion of the target, the additional tracking does nothing. The average effective damage of the Amoeba is slightly less than tier 2 Strike Craft when all factors are taken into consideration. If there are loose resources, floating. Interact with diverse alien races, discover strange new worlds with unexpected events and expand the reach of your empire. Space warfare#Accuracy. Base accuracy depends on the weapon type. 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. Fitbit Luxe Fitness and Wellness Tracker — $99. You have a gun that has 50% tracking and 90% accuracy. What tracking does is that it reduces the evasion of a target. Discover buried treasures and galactic wonders as you spin a direction for your. 00%; While against destroyer, the best weapon should have 100 accuracy, 0 tracking. Unless I am missing something chance to hit would be the accuracy minus whatever evasion remains from the evasion - tracking calculation. Weapons with high accuracy tend to have comparatively low damage or other. The mod also includes: - the uniform of a Grand Moff for your ruler. 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. 0OUT NOW on Quest 2: content (DLC) is content built by Paradox Development Studio (PDS) as an extension or add-on to Stellaris. For reference they have 90% accuracy. Marauder Missiles deal 14. Attachments. . Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. This particular fleet focuses on +Accuracy on the X-weapons and +Tracking on the L and M weapons, allowing. Similar to Point Defence weapons, there are three Flak Gun weapons which include Flak Battery, Flak Cannons, and Flak Artillery. Stellaris Real-time strategy Strategy video game Gaming. ; 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?. Fleet power is an attempt to combine all of those many factors into a single number to enable players to more. Tracking reduces the enemy Evasion. In other words: trust in-game tooltips. According to the Ship Designer tooltip, average damage would increase by 50% if I switched. You can pre-order the game now on the Meta. . . Chance to hit = Accuracy (0-100) - max {0, Evasion (0-90)-Tracking} + Bonus Chance to Hit. 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. Society research area is composed mainly of the fields: Biology, Military Theory, New Worlds, Statecraft and Psionics. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. For reference they have 90% accuracy. For example, I don't remember it being explained anywhere in game how exactly missiles work (the wiki says they have 100% accuracy and tracking, but then gives tracking values for each type that are less than 100%?). PD is slightly harder hitting, Flak can reach a higher Tracking. Scourge have the best missile dps by far. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. Paradox's strategy games are known for their endless replayability and emergent narratives, but also for their complexity. Make sure you equip them with small weapons that are high on tracking so that you can lock on and hit them. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T 3 (6000) Flak Cannon, T4 (16000) Flak Artillery. 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. scouts beat all other strike craft in a 1v1 engagement where there are no other factors that might influence the outcome. It reduces enemy evasion, it does not increase your accuracy. Just swap the artillery core for the carrier core and leave everything else the same. 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. But because the range is abysmally short, they are useful only in the player’s hands, on dedicated ships designed to fight in close quarters. 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. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. 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. Steven Nov 14, 2016 @ 9:25am. Does accuracy cap at 100 percent. I think it's kinda lame, but that's how they coded it. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. . With all these new reworks, and bug fixes, and updates. ago. I'm not sure I fully comprehend how accuracy and tracking works. 31. From my understanding, the Auxiliary Fire-Control adds chance of hit, and it’s not exactly accuracy. For a 90 accuracy, 0 tracking weapon like a neutron launcher, with standard tech you still have a 15% chance to hit, and for a 100% accuracy, 30% tracking weapon like cloud lightning you've got 55% chance to hit. And even aux tracking comp in your case will be benificial. ago Chance to Hit = max (0, min (100, accuracy + "Chance to Hit") - max (0, evasion - tracking)) is the correct formula. Scourge have the best missile dps by far. Evade subtracts directly from hit chance. 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. true. 9%. Nowhere in my galaxy is anything highlighted. I went to my situation log, clicked the "Track on Map" button, and. 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?. 82% vs 75% (with defense of over 1000 vs 100). 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. Also, apparently flak cannons kill strike craft and point defense kill missiles? Small weapons vs Large weapons accuracy vs defense. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. . Best. The less you have, the more benefit +3/+3 gives you. Same reason as above. Cautious is the optimal policy. Evasion and accuracy work together to result in a single to-hit chance, where your percent chance to hit is {accuracy-evasion}/ {accuracy] . 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. This means that fleets with long-range weaponry can engage enemies from further away. Ditto for line, where I get tracking for accuracy and fire rate, and in the extreme end-game, swarm's higher sublight speed is more useful than the wasted extra evasion. (proth come to mind) Auxiliarytargeting computer for ships does not work. Lance: For every 20 shots, 3. Twixt App. 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?. Go to Stellaris r/Stellaris. The cable is of typical quality for the price tag, not bad but nothing special to talk about. Read Space 3. Ship design isn't exactly my biggest. In a MP game I saw a friend's sniper BBs missing the smaller enemy ships quite a bit. For reference they have 90% accuracy. Track on Map Not Working. That is, "Chance to Hit" is really accuracy and 100%. In statistical terms, accuracy is an absence of bias. Hi guys, I need a bit of help. Giga: For every 10 shots, one is a miss. Even a max evasion corvette only reduces your accuracy by only 5%. DPS is through the roof, hence why the fleet power with them is so high. 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. Then you go to destroying worlds with your Colossus in one shot. 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. I put a 90% acc weapon on a Line ship (+10 acc) and gave it 2 Aux Fire Control modules (5 acc each). Timbral accuracy is acceptable, as is the level of presence. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Treble: This is where the Stellaris loses ground to the Dioko. can compete with them since their damage was buffed + armor also being buffed to have more hit points + their perfect accuracy and. 375 DPS to hull. 45% TRACKING vs 90% EVASION DODGE = 20% Calculation: (90*10)/45 25% TRACKING vs 90% EVASION DODGE = 36% Calculation: (90*10)/25 15%. Missiles are kinda bad all around currently. First destroyer fleet lost 19 ships and the remaining hull was 40. 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?. ago. 2C Tracking. 6 will mess that up. Tracking reduces the enemy Evasion. They can protect your battleship fleet from torpedo corvettes. 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. Our upcoming VR action roguelite title Ghost Signal: A Stellaris Game is supporting Hand Tracking 2. Stellaris doesn't work that way. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. 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. 3. An expansion DLC is normally accompanied by a free patch that gives. Something like a 75% accuracy weapon with 5% total tracking on the ship put up against a 90% evasion fleet. They cannot be built in orbit of a celestial body that has an. 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. 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. can't be understated.