Sorry if this has already been covered, but i couldn't find any information on this, so i looked into it. I was trying to find a way to make weapons inaccurate, so after looking at "ChanceToHitTargetType" in the gameplay.constants, which was a dead end since it blankets all ships, i looked at these two modifiers instead, "ChanceToHitAsDamageTarget and ChanceToHitAsDamageDealer". After putting "ChanceToHitAsDamageDealer" into a passive buff and applying it to a krosov with a single beam weapon, i tested the hit chance from it. It doesn't make shots 'miss', but it does seem to stop a certain proportion of shots from firing.
A -100% (-1.0) hit chance seemed to stop roughly half of the shots from the ship from firing. from this i guessed that the actual firing chance was equal to 1 / (1-n), so i changed the value of n and kept testing it. I used 10 ships at a time and made the entire set fire 30 times, for a maximum of 300 shots.
a
| Negative hit chance |
-100% |
-150% |
-200% |
-250% |
-300% |
|
-400% |
|
-500% |
| Maximum hits per round |
10 |
10 |
10 |
10 |
10 |
|
10 |
|
10 |
| Actual hits per round |
|
|
|
|
|
|
|
|
|
| |
6 |
3 |
4 |
|
3 |
|
1 |
|
2 |
| |
5 |
1 |
4 |
|
4 |
|
2 |
|
2 |
| |
5 |
7 |
4 |
|
2 |
|
0 |
|
2 |
| |
7 |
2 |
5 |
|
1 |
|
2 |
|
3 |
| |
8 |
2 |
3 |
|
5 |
|
2 |
|
2 |
| |
5 |
4 |
3 |
|
4 |
|
1 |
|
1 |
| |
3 |
5 |
3 |
|
3 |
|
3 |
|
2 |
| |
4 |
2 |
3 |
|
2 |
|
2 |
|
1 |
| |
5 |
2 |
3 |
|
5 |
|
1 |
|
2 |
| |
5 |
6 |
3 |
|
6 |
|
2 |
|
1 |
| |
5 |
5 |
4 |
|
3 |
|
1 |
|
1 |
| |
4 |
6 |
1 |
|
3 |
|
3 |
|
1 |
| |
5 |
2 |
4 |
|
2 |
|
0 |
|
0 |
| |
1 |
2 |
5 |
|
1 |
|
1 |
|
2 |
| |
5 |
7 |
5 |
|
2 |
|
4 |
|
1 |
| |
5 |
3 |
3 |
|
3 |
|
3 |
|
0 |
| |
4 |
6 |
4 |
|
1 |
|
2 |
|
1 |
| |
6 |
4 |
3 |
|
2 |
|
2 |
|
0 |
| |
6 |
2 |
4 |
|
2 |
|
2 |
|
2 |
| |
3 |
3 |
5 |
|
4 |
|
1 |
|
4 |
| |
3 |
2 |
5 |
|
2 |
|
4 |
|
1 |
| |
7 |
1 |
1 |
|
4 |
|
2 |
|
0 |
| |
6 |
4 |
3 |
|
1 |
|
2 |
|
2 |
| |
4 |
5 |
2 |
|
2 |
|
1 |
|
1 |
| |
5 |
4 |
4 |
|
4 |
|
3 |
|
2 |
| |
7 |
5 |
5 |
|
1 |
|
1 |
|
2 |
| |
4 |
4 |
2 |
|
4 |
|
2 |
|
0 |
| |
3 |
2 |
6 |
|
3 |
|
1 |
|
1 |
| |
4 |
5 |
4 |
|
3 |
|
2 |
|
1 |
| |
5 |
8 |
3 |
|
3 |
|
0 |
|
1 |
| |
|
|
|
|
|
|
|
|
|
| Total Hits (out of 300) |
145 |
114 |
108 |
|
85 |
|
53 |
|
41 |
| Hits per 10 shots |
4.8333 |
3.8 |
3.6 |
|
2.8333 |
|
1.7667 |
|
1.3667 |
| |
|
|
|
|
|
|
|
|
|
| Standard Deviation |
1.464131 |
1.919051 |
1.191927 |
|
1.315251 |
|
1.040004 |
|
0.927857 |
| |
|
|
|
|
|
|
|
|
|
| (sqrt of n-1) |
5.385165 |
5.385165 |
5.385165 |
|
5.385165 |
|
5.385165 |
|
5.385165 |
| reciprocal of (sqrt of n-1) |
0.185695 |
0.185695 |
0.185695 |
|
0.185695 |
|
0.185695 |
|
0.185695 |
| Uncertainty Average |
0.271882 |
0.356359 |
0.221335 |
|
0.244236 |
|
0.193124 |
|
0.172299 |
| Average hits per 10 |
4.8333+-0.2719 |
3.8+-0.3564 |
3.6+-0.2213 |
2.8333+-0.2442 |
1.7667+-0.1931 |
1.3667+-0.1723 |
| Percentage of hits |
48.33% +- 2.71 |
38% +- 3.56 |
36% +- 2.22 |
28.33% +- 2.44 |
17.67% +- 1.93 |
13.67% +- 1.72 |
| Predicted % of hits |
50% |
40% |
33% |
|
25% |
|
20% |
|
16.67% |
a
So it seems that 1 / (1-n) is a reasonable fit for the data. I ran the same tests with "ChanceToHitAsDamageTarget", this time with the krosovs firing on a cobalt with a passive buff, and the results were similar, a -100% (-1.0) buff preventing roughly half the shots against it from firing. When a ship with the miss buff fires on a ship with the dodge buff, the buffs are applied separately and multiplied. So a -100% ChanceToHitAsDamageDealer firing on a -100% ChanceToHitAsDamageTarget only fired roughly 25% of the time, and a -200% / -200% only fired roughly 11% of the time.
Note: these results are only valid when the ship fires from only a single point in the mesh. When i ran some of the tests on ships that fired a weapon from more than one point, they seemed to suggest that the firing chance is applied to each point separately. I'm not sure about how this affects the damage, i'll have to look further into this.