Editing Mortar Miss Radius Multiplier

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[[File:Minimum possible mortar radius.png|thumb|right|The smallest radius of landing sites possible. Rounds are targeted on the center tile with MMRM of 0%]]
 
 
{{Stat
 
{{Stat
 
| default base value = 1
 
| default base value = 1
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}} This multiplier is applied to the miss radius of the mortar, currently this radius is {{#vardefine: mortarRadius | {{Q|Mortar|Miss Radius}}}}{{#var: mortarRadius}} tiles.
 
}} This multiplier is applied to the miss radius of the mortar, currently this radius is {{#vardefine: mortarRadius | {{Q|Mortar|Miss Radius}}}}{{#var: mortarRadius}} tiles.
  
This stat still applies if the [[AI Storytellers#Classic mortars|Classic Mortars]] storyteller setting is turned on, however the base radius is increased to 13 tiles.
+
This stat still applies if the [[AI Storytellers#Classic mortars|Classic Mortars]] storyteller setting is turned on.
 
 
There is always some variation in landing place, even with a multiplier of 0% where there should nominally be no spread at all. The image to the right shows the smallest possible distribution. It is currently unknown at what MMRM this spread is achieved, as it likely is higher than 0%. 
 
  
 
== Factors ==
 
== Factors ==
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* [[Manipulation]]: [[Manipulation Importance::-0.5|-0.5]]*(Manipulation Percentage-100%). [[Manipulation Limit::-|No]] Max.
 
* [[Manipulation]]: [[Manipulation Importance::-0.5|-0.5]]*(Manipulation Percentage-100%). [[Manipulation Limit::-|No]] Max.
  
'''Note:''' The resulting radius in the table below assumes that the [[AI Storytellers#Classic mortars|Classic Mortars]] storyteller setting has ''not'' been enabled.
 
 
{| class = "wikitable" width="180" style="text-align: center;"
 
{| class = "wikitable" width="180" style="text-align: center;"
 
! rowspan=2 | Shooting Skill Level
 
! rowspan=2 | Shooting Skill Level
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| {{#vardefine: temp | {{#expr: 120 + (20*{{P|Skill Bonus Factor}}*100) - (0.5*25 - 0.001) - 0.00001 round 0}}}}{{#var: temp}}% ({{#expr: {{#var: temp}} * {{#var: mortarRadius}}/100 round 1}})
 
| {{#vardefine: temp | {{#expr: 120 + (20*{{P|Skill Bonus Factor}}*100) - (0.5*25 - 0.001) - 0.00001 round 0}}}}{{#var: temp}}% ({{#expr: {{#var: temp}} * {{#var: mortarRadius}}/100 round 1}})
 
| {{#vardefine: temp | {{#expr: 120 + (20*{{P|Skill Bonus Factor}}*100) - (0.5*50 - 0.001) - 0.00001 round 0}}}}{{#var: temp}}% ({{#expr: {{#var: temp}} * {{#var: mortarRadius}}/100 round 1}})
 
| {{#vardefine: temp | {{#expr: 120 + (20*{{P|Skill Bonus Factor}}*100) - (0.5*50 - 0.001) - 0.00001 round 0}}}}{{#var: temp}}% ({{#expr: {{#var: temp}} * {{#var: mortarRadius}}/100 round 1}})
|}
 
 
== Example ==
 
{{stub|section=1|reason= As the smallest possible radius is larger than 1 tile, there is likely a limit before 0% that offers the same performance. It should be identified and added.}}
 
{| class="wikitable"
 
|-
 
| '''Mortar Miss Radius Multiplier'''  = 100% + ({{%|{{P|Skill Base Factor}}}} + Shooting Skill * {{%|{{P|Skill Bonus Factor}}}}) - ( '''Max('''Sight Percentage, 100%''')''' - 100%) - 0.5*(Manipulation Percentage-100% )
 
|}
 
 
Thus, for 20 Shooting Skill, 100% Sight, and 150% manipulation:
 
{| class="wikitable"
 
|-
 
| '''Mortar Miss Radius Multiplier'''  = 100% + (20% + 20 * -2.5%) - (100% - 100%) - 0.5*(150%-100% ) = 45% (4.05 tiles)
 
|}
 
 
The stats required for 0% MMRM can be found through algebra. 
 
 
{| class="wikitable"
 
|-
 
! For skill 0: !! For skill 20:
 
|-
 
|
 
0 = 100% + (20% + 0 * -2.5%) - (100% - 100%) - 0.5*(x-100% )
 
 
0 = 120% - 0.5x + 50%
 
 
x = 240% + 100%
 
 
x = 340% Manipulation
 
|
 
0 = 100% + (20% + 20 * -2.5%) - (100% - 100%) - 0.5*(x-100% )
 
 
0 = 100% + 20% - 50% - 0.5x + 50%
 
 
x = 2 * ( 100% + 20% - 50% + 50%)
 
 
x = 240% Manipulation
 
 
|}
 
|}
  

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