Surprised you didn't mention the Kuva Ogris which goes all the way from 100 accuracy to 1.7 accuracy with a max ranked Heavy Caliber. Absolutely hilarious.
or how combined with accuracy penalty rives, you can end up firing out the back of the gun, or at perpendicular angles from where your aiming, which is cartoonish levels of WTF
Ah, yes, my favorite thermonuclear weapon. Coupled with primed firestorm, nightwatch napalm and a lot of mutlishot, hell break lose with it. And I love it.
@@cactus5615 My bad i think i confused it with Projectile Speed, which I've seen freeze bullets in air, but i sure i have seen some achieve negative accuracy and fire in random directions each shot
I have no idea what possessed you to figure this out. Thank you for explaining how this works, I pretty much just ignored accuracy and just tested each weapon out individually, as accuracy seemed so arbitrary and meaningless. Thank you for explaining this so well!
The thought process I ended up going with is: *_Does the projectile need to hit?_* *_No_* > Slap on some _-Accuracy._ *_Yes_* > Stay away from _-Accuracy._ Worked out so far..
Honestly, now that base damage is so freely available, to the point that serration isn't considered mandatory, there's not really much reason to ever use the corrupted accuracy mods.
This is so interesting. The Diplos' Multishot thing tells you that they even consider what the majority of players would like with a weapon even if it should theoretically act as any other thrown weapon. I like that.
I swear this man reads my mind. I've never known what the fuck accuracy does as a stat. Edit: After watching this video and others explaining behind the scene calculations in warframe. I wonder how the game works as well as it does with DE spending their time on insane shit like this.
That's caused ,usually, by hits compared to shots done. E.g multishot and punch through can cause above 100% accuracy by hitting multiple times on 1 shot
Absurdly high accuracies in the mission stats usually come from a source of damage that delivers hits but doesn't count as shots. For example, abilities like Vauban's flechette orb can contribute to this.
gathered somewhat similar results, hence use Probosc Cernos (or however that one is spelled) with multishot and decreased accuracy. Gives one clicked shot more spread, creating several charges on the growdn thus increasing effective areal damage.
Very good video and absolutely 100% original work which I am a fan of. Solved a question 90% of the player base has been struggling to understand since creation.
my favorite accuracy stat is how the Supra V (with Heavy cal) has a better accuracy than Supra.... but the accuracy on Supra V is worst despite having a higher accuracy Value.... why cant DE just use a "spread radius at 30m" stat or something...
@@Dazllingston well ignis is a cone. so it still work. but like...having an actual number giving the size of "somewere in here" at X distince at least gives an idea of of how straight your gun will go... instead of mirage supra and the bullets doubling back to go back words. (1 outta every 20 or so shots would just 180 after 5 feet)
I 'member the good ol' days where -Accuracy made the Opticor's beam into a cone, meaning with -50% or more it was a screenclearing hitscan weapon. Good times.
Fun fact about kohm. If your reload is fast enough, you get all the shots, but super accurate. You can also tap shoot, which keeps your accuracy and 1 shot, but adds the fire rate boost. Also, tenno shotgun actually have a shot pattern (I say tenno, because the grineer weapons don't tend to leave shot decals, corpus are corpus and infested has bubonica and I ain't farming for a recoil riven), I was bored and noticed that akjagara have almost perfectly vertical spread. I then, like a normal person, spent an hour looking if other weapons did something like that. And turns out, all shotguns shoot in a * pattern. The shots are randomly placed in that pattern, the size of which is based on accuracy. Multishots seems to be purely random or it could be based on a smaller * around the "original" shot (this is probably why kohm has a really random spread. I'm guessing Kohm gets more shots, because there's an internal multishot stat that gets bigger when shooting).
The best way I've found to write an accuracy stat is to define two variables, spread angle, and target size. They're pretty basic, but with just those two bits of data you can draw a cone of arbitrary length, that length becoming the accuracy stat. This allows for "bigger number equals better" of orthodox game design, while also making percentage modifiers to accuracy more intuitive, as you can have those modifiers act on the length of the cone directly, forcing the spread angle to decrease as accuracy increases.
Speaking of accuracy, snipers claim they have a 100% accuracy, so if I get a headshot without scoping in would I still get the base headshot multiplayer?
Hey Ken! First off, love your content, this is always the first place I come when I have questions about how the game works mechanically, and the explanations and graphing help immensely with my understanding. Got a couple of video ideas/practical problems to offer you: 1) There are MANY ways to affect your Warframe's four core Ability Stats. From basic Intensify and Stretch to Corrupted Mods to Set Mods etc. I generally have trouble figuring out how to get all the stats to land where I want, or even figuring out what's possible, due to the multitude of options and limits on my mod collection. Is there a way to discuss this statistically in the way of the Kitgun reviews? Graphing the interactions between Corrupted Mods with +%/-% and figuring out points of interest? I don't know how it would be visualised but I'd be interested to see your take on this. 2) In terms of investment, Primed Mods represent a big commitment for the average player, usually getting ranked to 12 and left there due to the massive Endo cost. I'm now at a point where I can consider maxing one out once in a while, but there's a lot to think about with capacity, existing builds, and things like Primed Pistol Gambit when Creeping Bullseye exists as an alternative. Is there a way to view this in terms of Resource Cost vs. Bonus Gain vs. Sources of Comparable Bonus and their Resource cost? Getting the most bang for your Endo is a widely applicable topic I think.
In the captura (camera mode) I noticed accuracy seemed to be derermined by how far or how close the camera was to what I was shooting at. Noticable with game speed slowed way down and going from free camera to normal camera.
the equations are similar enough to give me a thought. all they need to be the same equation is for the spread bonus of non-shotguns to be 0 and for shotguns to have the subtractive part of the denominator cancel out.
Even stuff like powers have heaps of hidden things they do. Sometimes you'll read on the stats that the power does healing or something despite it saying no where in the description that it heals. Banshee's Silence is a prime example hidden stuff. It keeps Eximus units from putting their element debuffs on you and keeps acolytes from using powers. Nowhere in the game that I could find does it tell you this. I mean yeah, it's a good thing but... it would be nice to be told in game. I've been saying for years that DE should just put in links to the wiki to get the real info on stuff. 😛
All I've ever known was 16.7 accuracy is enough to hit 100% if not going full auto, or for bows this is where you hit your target where you aim, go lower, then your shots start scattering off your aim. For example, Ogris, no Heavy Caliber and you see one line of rockets flying to where you aim, put in Heavy Caliber and you see the multishot 1-3 rockets scatter off your aim. Very long time ago (when there was not that many aoe weapons, when Ignis ruled supreme, where Torid was king for infested defenses...), this was how you could increase the aoe of Ogris, by sacrificing that you won't precision hit enemies, if not close enough. DE has to look at this once more, and update it, this stat has always been weird, very weird ... Only way to check your accuracy drop, if it was acceptable, was to run mission (before Simulacrum).
TLDR - Warframe accuracy stat is a arcane modifier of the following real stats: Spread (how much bullets go apart/big the aim box is), Recoil (screenshake, since WF doesnt have actual recoil), Multishot Deviation (how multishot changes the aimbox) and Reticle/shot center Offset (where the bullet aims from the frames arm even if spread is reduced to 0; this is only slightly notable if you play with flipped sides). Also weapons with perfect 1st shot accuracy without multishot show true accuracy after a penalty or penalty and buff to it are applied (or get fucked up because of how recoil is calculated as used to be the case with all beam weapons).
There is a stat you missed entirely and that is firing semi auto weapons fast reduces accuracy, no matter what your recoil stat is. Weapons like say, the latron which is very accurate only if you fire slowly. Even if you remove 100% of your reacoil if you fire fast the shots will spread out. I hoped you would have mention this but you didn't.
The more I hear about these Warframe things the more I feel like all weapons and frames/abilities are fairily unique and provide a wide variety of playstyles and the option for everyone to choose what suits their personal preference. But what I tend to see when playing in multiplayer mode often ends up looking like tactical nuke explosions annihilating everything in sight or often even outside of line of sight. I wonder how did this happen, will it ever be anything else, can it be anything else? I know it used to be closer to just another shooter, in a way. And I'm glad that's not what it is beacuse Warframe has a certain kind of charm. I wonder if the mod system itself is what makes it hard to be balanced since otherwise we'd just have boring, minor and meaningless stat increases which would ruin the idea of building things our own way.
I'm even more confused than I already was. It didn't make sense when I aimed (scoped) at an unalert enemy's ear with a Rubico Prime at about 10 meters away and it completely missed because I had Heavy Caliber on.
Warframe is lovely for how it doesn't hold your hand. We Tenno actually have a culture and look out for one another for mission success, and uncovering details we otherwise wouldn't have ever known. Like this video for example.
Hi ken! Can u do a video about the galvanized savvy/shot/aptitude mods? Its bugged right now and on some weapons its multiplicative to base damage mods. I would like to know if stacking serration is much better instead of hunter mumu atmm 😁
My laetum is basically a 777 amp now with the magnum force and tje damage is insane too lol. Suppose I'll max tje magnum force. I need some aoe to use with phenmor being single target.
Aw, no "Add mods, reduce accuracy" or something before "fight well, Tenno"? I hope that doesn't become consistent. I've always enjoyed the three-part sendoffs at the end of the videos~
Stuff like this is exactly why I'm miffed with how they try to balance out difficulty in game because people end up being good at the game. Seems like arbitrary ways to control stats with nugatory formulas
I don't think it's really an additional hidden stat. That doesn't make sense with how DE likes to code things. Instead, consider Nukor having base accuracy of 200. Substitute this into the formula without the mysterious "Additional weapon spread". We get a curve that starts at 200. Renormalize that down to start at 100 by multiplying the whole thing by 0.5 and you get 8.3 accuracy at 55% reduction. In other words, the formula for weapons with base accuracy over 100 is: (100/base_accuracy) * 100 / (100 / base_accuracy + type_multiplier * mod_penalty). This places base accuracy of Kuva Nukor at 200, Gammacor 130, Despair at 215, Sancti Castanas at 300, and Hikou Prime at 320. Nice, round numbers. Exactly the sort of stuff DE goes for. Yes, since base accuracy displayed to the player is capped at 100, this still looks like a hidden stat, but it's not an additional stat. It's still just base accuracy that's allowed to go past 100 for these weapons with more dramatic drop-off.
I derived almost exactly the same as you, but there's a crucial element which shows this likely would not be the case. While it works for negative modifiers to accuracy, a positive modifier to accuracy in your equation would then produce a negative final answer. Accuracy doesn't turn negative when improved so that's clearly not the right result. There is one mod in the game where we can see the numerical effect of an accuracy positive, Tainted Shell. On most shotguns, both Tainted Shell and Vicious Spread act in a reasonable manner. However Tainted Shell is completely dominated by Vicious Spread on select shotguns like the Arca Plasmor. Were it just a case of an accuracy outside what's shown in the arsenal, the net effect of the mods should still be increased accuracy. If indeed the other primaries and secondaries have hidden higher accuracies, this would mean that the accuracy calculations for positive and negative modifiers are different, as well as shotguns having an altogether different approach again to accuracy to cause the discrepancy. I don't call accuracy a mess for nothing.
Here’s my q! On mission summary where it says your most impressive feat below your name or whatever, how the fuck can I get over 100% accuracy every time?
Multishot on your weapons. Powers that deal damage. Most damage dealing things add to the "number of hits" counter, while only each shot taken by a gun adds to "number of shots fired" Example: you fire a shotgun with 20 pellets 3 times and hit with 40 pellets. 40/3 is 13.33, or in other words, 1333% "accuracy"
Obviously do what’s best but I pray that you don’t accept a job offer at DE. Simply because the Warframe community will suffer from losing you working out the numbers and EXPLAINING how you came to your conclusions. Thousands of Tenno will cry out in anguish.