====== Precision ====== //"This is how accurate a unit is, either with missiles or with magic."// -- manual description {{:dom6:stats:prec.png?nolink }} **Precision** is an offensive martial talent, particularly for ranged attacks. When a javelin is thrown, when an arrow is loosed, and when a spell is cast, the caster's Precision determines where the missile or magic ends up. ===== Missile Combat ===== //This information is from the manual, rather than from any testing.// In combat, Precision determines **what square a missile or spell ends up in**. Everyone has a **maximum effective range**, equal to **half their Precision minus 2**; beyond that, there's a deviation in squares, up to the range of the attempted cast times 5, **divided by the Precision times 4**. For example, say a fellow has 10 Precision, and uses a Short Bow with an intended target 10 squares away. The guy's maximum effective range is [(10 / 2) - 2], or 3 squares, so reliability is out the window. The maximum deviation is [(10 x 5) / (10 x 4)], or 1.25 squares. In practice, deviation is handled in a bell curve manner, in a random direction; up, down, left, or right. Due to the decimals, there's still a good chance for the projectile to end up in the intended target's square. Thus, close-ranged combat is still pretty accurate. But what about with wider range? Well, say a fellow with 10 Precision uses that Short Bow to try to hit someone 30 squares away. The maximum deviation is [(30 x 5) / (10 x 4)], or 3.75 squares; even though the deviation will typically be only half that, that's still 1.875 squares off-target. As with [[Combat Speed]], taking a diagonal counts as 1.5 squares per square. === After the Square is Chosen === Once the square is chosen, Precision's work is done, and the [[DRN]] roll is entirely a matter of the fellows in the square. The number of [[Size]] points in the square, divided by 2, is added to the Attack roll. The target in the square is chosen at random, with each square occupant having a weight equal to their Size. The decided defender's [[Defence Skill]] is **not** used in the Defence roll, and every 20 points of [[Fatigue]] subtracts 1 from their result. Defenders do get to **Parry** missiles with their Shields, however; in fact, their Parry bonus is **doubled**. {{:magic.png?nolink}} Magic ranged weapons have **+2** to hit, in their Attack roll. === Above-Average Precision === For combat, points of Precision over 10 are **effectively doubled**. Exceptional eyesight has its perks. This is very different from previous Dominions games; in those, whether or not a projectile deviated was determined by a [[DRN]] roll, in which Precision points over 10 were //half// as effective. The manual for Dominions 5 says the same stuff as the manual for Dominions 6 regarding Precision, however, except that defenders had a base of 2 for their Defence rolls. Given the inaccuracies of the Dominions 6 manual in some other areas, reading the Dominions 5 page on Precision rolls may still be helpful. ===== Patrol Strength ===== {{:abilities:patrol_bonus.png?nolink }} Precision strongly contributes to **[[Patrol|Patrol Strength]]**. A unit's Patrol Strength is their Precision, plus their [[Map Movement]] (or 30 if they're [[Flying]]), all divided by 20. A commander's Patrol Strength is then doubled, and an [[Undisciplined]] or [[Mindless]] unit/commander's Patrol Strength is then halved. In this case, points above 10 are not effectively doubled. ===== Precision Modifiers ===== Direct Precision bonuses include an [[Air]] [[Bless]], a +4 Precision "buff" from the ??Eagle Eye?? line or the ??Trueshot?? line, and the +2 Precision "buff" from the ??Wind Guide?? spell. Wind Guide also halves any and all Precision "debuffs" placed upon those affected. {{:abilities:dark_power.png?nolink }} **Darkness** is a somewhat common Precision-reducer. Fighting at night or in other dark places (such as Caves or Deep Seas) results in **-3 [[Attack Skill]]**, **-3 Defence Skill**, and **-3 Precision**. The ??Darkness?? spell can increase these penalties to **-6**, though without stacking. There are Global Enchantments that apply **1** or **6** Darkness to everywhere that isn't a Deep Sea or a Cave, and [[Twilight]] applies a **-2 penalty directly to Precision** if no "real" Darkness is present. {{:abilities:darkvision.png?nolink }} Various traits interact with the Precision-reducing effects, however. **[[Darkvision]]** offers a percent reduction of the magnitude of the penalties, generally 50% (though some have 100%). [[Spirit Sight]] is 100% Darkvision with added benefits, while [[True Sight]] lets one see straight during Twilight. Last-but-not-least, none of these penalties stack with the **-9** penalty from [[Afflictions#head-afflictions|Blindness]], and those used to being [[Blind]] are unaffected by even that. * On the last note, missing eyes but still being able to see results in **-3 Precision per lost eye**; this //does// stack with the Darkness penalties and such, but the summed effects cannot be more severe than blindness. ===== Example Stats ===== ^ Example Unit ^ Their PREC/PRE ^ | A typical blinded human | 1 | | An Animated Tree | 3 | | A typical Soulless (zombie) | 4 | | Most herbivores (side-eyes) | 5 | | Most weird-faced or faceless [[Pretender God|Idols]] | 5 | | The average one-eyed being | 7 | | A cave-adapted human | 8 | | **The average human** | 10 | | A highly trained human archer | 11 | | An Airyan of [[Caelum-ma|Caelum]] | 11 | | The famed Longbowmen of [[Man-ma|Man]] | 12 | | A ??Centauride?? of [[Pangaea-ma|Pangaea]] | 12 | | An average [[Pretender God|Pretender]] Mage | 13 | | A ??Great Eagle?? | 14 | | A ??Faery Queen?? | 15 | | ??Hruvur - Abomination of Desolation?? | 20 | If a weapon or spell has 100 Precision listed, that means it will virtually always hit: it's a nominal value.