Definitely intentional! The clustering being applied to the algorithm was a bug, leftover from when that was the method that we used to perform called shots. When we changed it over, that got left in, resulting in much stronger called shots than we intended to have in the game. The % readout in the UI should be very close to reality, and it was predicting its own numbers (without including the bugged clustering).For the dropoff calculation: each step it's moving halfway to "no bonus", or 1.0. So, it goes from 18 to 9.5 (because it's stepping to 1, not 0). Then halfway to 1 again, so 5.25. etcAlso: Are you the person who did the thousands of iterations of SRM shots to figure out the head % bug? I saw a pointer to a thread on Steam somewhere, and I wanted to thank that person, but I can't find that thread any more. I really appreciate people putting in the time to test stuff beyond "feel" reactionsThat thread lead me to make a test function - instead of parsing logs from real games - which confirmed that the first entry in the hit table was getting an extra +1 chance, essentially doubling the head hits since that's always the first entry. I think parsing the logs was giving falsely low readings, because there were LRMs involved, and the LRM clustering prevents "cluster" hits from ever hitting the head, unless it was the initial hit location.That bug has been fixed and will be in an upcoming hotfix, and should bring head hits from the current ~2.4% (2/82) down to intended ~1.25% (1/81)