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Deep Rock Galactic Wiki
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=== Definición de términos === * '''Base Spread''': the minimum bounding region (either ellipse or rectangle) across which pellets can be randomly distributed * '''Current Spread''': this can only have a value between zero and Spread Variance, and is the current value of units that are added to Base Spread when the game fetches what the current Horizontal and Vertical Spread values are. * '''Dispersión por disparo:''' cada vez que realizas un disparo, este valor se añadirá al valor de ''Dispersión actual'' (sin sobrepasar la ''varianza de dispersión'') * '''Spread Recovery Speed''': if Current Spread is greater than zero (as in, at least one shot has been fired recently), then this is the value of how many Spread Units are subtracted per second from Current Spread until it returns to zero * '''Spread Variance''': this value governs the maximum bounding region size such that neither its vertical nor horizontal values can surpass Base Spread + Spread Variance. If a shot gets fired and the added Spread per Shot would make Current Spread exceed Spread Variance, Current Spread instead just gets set to the max value and some of the Spread per Shot is lost. * '''Spread Curve''': certain weapons have a function that converts the current Spread values from linear, intuitive functionality into non-linear outputs. It can be conceptualized as changing "Total Spread = Base Spread + Current Spread" to "Total Spread = Base Spread + SpreadCurve(Current Spread)" * '''Original Aim Axis''' (OAA): before the first shot gets fired, the Original Aim Axis is the center of the player's screen (and by extension the crosshair displayed on the HUD). The OAA is the axis to which Recoil is perpetually trying to return. The OAA remains stationary relative to the player's HUD whenever Total Recoil is greater than zero such that moving the crosshair down to counteract recoil also moves OAA down, and when the Recoil is falling off the crosshair will fall back down to where the OAA has moved to. * '''Recoil per Shot''': every shot fired by hitscan weapons has an associated recoil value that displaces the center of the bounding region by a small amount and then returns back to zero over time. * '''Total Recoil''': this is a rolling sum of all Recoil per Shots as time progresses. If only one shot was fired, then Total Recoil would be identical to one Recoil per Shot. However, if shots are fired faster than the Recoil per Shot can recover, then Total Recoil will continue to rise until it reaches an equilibrium where the amount of recoil being shed by the sum of all Recoil per Shots is equal to amount of recoil being gained by the next shot. Due to this rolling sum, increasing the weapon's Rate of Fire will also increase the maximum Total Recoil value because the equilibrium won't be reached as fast.
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