Sneak

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*** Back-sides: -25%
 
*** Back-sides: -25%
 
*** Back: No penalty.
 
*** Back: No penalty.
 +
 +
Looting bodies while sneaked has 50% chance of desneaking.
  
 
After all bonuses and penalties have been applied, the final formula, which determines the maximum distance between the observer and the (sneaked) observed at which the latter is visible is:
 
After all bonuses and penalties have been applied, the final formula, which determines the maximum distance between the observer and the (sneaked) observed at which the latter is visible is:

Revision as of 09:53, 31 August 2010

Skill
Sneak
Sneak.gif
Modifies Chance of being detected while sneaking
Initial level 5% + 3 x Agility
Related perks Silent Running, Ghost, Silent Death, Thief
Related traits Small Frame

"Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time, unless you take Silent Running perk."

Sneak is subject to many modifiers, its mechanics differ from those of Fallout1/2.

  • FOV: When your character is out of the opponents Field Of View, the sneak is automatically sucesfull.
  • Minimum distance: Up to 3 hexes from opponent, your character is always visible, regardless your sneak skill.
  • Bonuses:
    • Ghost perk: +30% (can increase skill above 300%).
    • Occluders: Standing behind scenery objects like barrels, tables (up to 2 hexes from them) gives you +50% bonus.
    • Having active Stealth Boy in one of active slots gives 60%
  • Penalties:
    • Weight: -1% per 1 kg of the total weight of items you carry.
    • Armor:
    • Direction - direction of the opponent has big impact, basically, the area around opponent is divided into four parts, and each part modifies your sneak skill value as follows:
      • Front: -75%
      • Front-sides: -50%
      • Back-sides: -25%
      • Back: No penalty.

Looting bodies while sneaked has 50% chance of desneaking.

After all bonuses and penalties have been applied, the final formula, which determines the maximum distance between the observer and the (sneaked) observed at which the latter is visible is:

20 + opponent's Perception * 3 - previously calculated skill / 6

Viewing Range

This is the summary of viewing range against sneaking character. It assumes that there are no modifiers to the sneak skill.

F - Front FS - Front Sides BS - Back Sides B - Back

Skill Observer Perception
F FS BS B Rng Mod 1 2 3 4 5 6 7 8 9 10
75 50 25 0 0 23 26 29 32 35 38 41 44 47 50
81 56 31 6 -1 22 25 28 31 34 37 40 43 46 49
87 62 37 12 -2 21 24 27 30 33 36 39 42 45 48
93 68 43 18 -3 20 23 26 29 32 35 38 41 44 47
99 74 49 24 -4 19 22 25 28 31 34 37 40 43 46
105 80 55 30 -5 18 21 24 27 30 33 36 39 42 45
111 86 61 36 -6 17 20 23 26 29 32 35 38 41 44
117 92 67 42 -7 16 19 22 25 28 31 34 37 40 43
123 98 73 48 -8 15 18 21 24 27 30 33 36 39 42
129 104 79 54 -9 14 17 20 23 26 29 32 35 38 41
135 110 85 60 -10 13 16 19 22 25 28 31 34 37 40
141 116 91 66 -11 12 15 18 21 24 27 30 33 36 39
147 122 97 72 -12 11 14 17 20 23 26 29 32 35 38
153 128 103 78 -13 10 13 16 19 22 25 28 31 34 37
159 134 109 84 -14 9 12 15 18 21 24 27 30 33 36
165 140 115 90 -15 8 11 14 17 20 23 26 29 32 35
171 146 121 96 -16 7 10 13 16 19 22 25 28 31 34
177 152 127 102 -17 6 9 12 15 18 21 24 27 30 33
183 158 133 108 -18 5 8 11 14 17 20 23 26 29 32
189 164 139 114 -19 4 7 10 13 16 19 22 25 28 31
195 170 145 120 -20 3 6 9 12 15 18 21 24 27 30
201 176 151 126 -21 3 5 8 11 14 17 20 23 26 29
207 182 157 132 -22 3 4 7 10 13 16 19 22 25 28
213 188 163 138 -23 3 3 6 9 12 15 18 21 24 27
219 194 169 144 -24 3 3 5 8 11 14 17 20 23 26
225 200 175 150 -25 3 3 4 7 10 13 16 19 22 25
231 206 181 156 -26 3 3 3 6 9 12 15 18 21 24
237 212 187 162 -27 3 3 3 5 8 11 14 17 20 23
243 218 193 168 -28 3 3 3 4 7 10 13 16 19 22
249 224 199 174 -29 3 3 3 3 6 9 12 15 18 21
255 230 205 180 -30 3 3 3 3 5 8 11 14 17 20
261 236 211 186 -31 3 3 3 3 4 7 10 13 16 19
267 242 217 192 -32 3 3 3 3 3 6 9 12 15 18
273 248 223 198 -33 3 3 3 3 3 5 8 11 14 17
279 254 229 204 -34 3 3 3 3 3 4 7 10 13 16
285 260 235 210 -35 3 3 3 3 3 3 6 9 12 15
291 266 241 216 -36 3 3 3 3 3 3 5 8 11 14
297 272 247 222 -37 3 3 3 3 3 3 4 7 10 13
303 278 253 228 -38 3 3 3 3 3 3 3 6 9 12
309 284 259 234 -39 3 3 3 3 3 3 3 5 8 11
315 290 265 240 -40 3 3 3 3 3 3 3 4 7 10
321 296 271 246 -41 3 3 3 3 3 3 3 3 6 9
327 302 277 252 -42 3 3 3 3 3 3 3 3 5 8
308 283 258 -43 3 3 3 3 3 3 3 3 4 7
314 289 264 -44 3 3 3 3 3 3 3 3 3 6
320 295 270 -45 3 3 3 3 3 3 3 3 3 5
326 301 276 -46 3 3 3 3 3 3 3 3 3 4
307 282 -47 3 3 3 3 3 3 3 3 3 3
313 288 -48 3 3 3 3 3 3 3 3 3 3
319 294 -49 3 3 3 3 3 3 3 3 3 3
325 300 -50 3 3 3 3 3 3 3 3 3 3

Also, note that your character won't be visible when he is out of observer field of view range, which depends on Perception and look direction. Table below shows summary of FOV ranges.

Observer PE Front Front-Side Back-Side Back
1 23 19 14 12
2 26 21 16 13
3 29 24 18 15
4 32 26 20 16
5 35 28 21 18
6 38 31 23 19
7 41 33 25 21
8 44 36 27 22
9 47 38 29 24
10 50 40 30 25
9 + Sharpshooter 53 43 32 27
10 + Sharpshooter 56 45 34 28

Note : Having active motion sensor (in an active slot) gives +2 Perception for the purpose of sneakers detection (it's not capped at 10).

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