Hit Chance
Line 1: | Line 1: | ||
Chance to hit your target with an attack. | Chance to hit your target with an attack. | ||
− | The formula is the following: | + | The formula is the following:<br/> |
− | - take skill. | + | - take skill.<br/> |
− | - add (PE-2)x16% for all long range weapons(i.e. with a range of 26+) that were already implemented in FO 1, or are upgrades of these weapons, (PE-2)x8% for the rest. | + | - add (PE-2)x16% for all long range weapons(i.e. with a range of 26+) that were already implemented in FO 1, or are upgrades of these weapons, (PE-2)x8% for the rest.<br/> |
− | - The scoped hunting rifle gets (PE-2)x20% instead of the x16% if you shoot at a target that is at least 5 hexes away, or no PE-bonus at all for closer enemies. | + | - The scoped hunting rifle gets (PE-2)x20% instead of the x16% if you shoot at a target that is at least 5 hexes away, or no PE-bonus at all for closer enemies.<br/> |
− | - It seems the other newly implemented long range weapons in FO 2 are bugged, they only get the (PE-2)x8% while all long range weapons from FO 1 had the (PE-2)x16%. (most weapons were implemented in FO 1, but if in doubt, google your weapon of interest) | + | - It seems the other newly implemented long range weapons in FO 2 are bugged, they only get the (PE-2)x8% while all long range weapons from FO 1 had the (PE-2)x16%. (most weapons were implemented in FO 1, but if in doubt, google your weapon of interest)<br/> |
− | - deduct 4% per hex between you and your target. | + | - deduct 4% per hex between you and your target.<br/> |
− | - deduct 20% for each point of ST missing to use the weapon properly. | + | - deduct 20% for each point of ST missing to use the weapon properly.<br/> |
− | - [[Accurate]] weapons get a 20% bonus. | + | - [[Accurate]] weapons get a 20% bonus.<br/> |
- deduct the AC of your target after modifying it with the used ammo type (each ammo has AC modifier) - the resulting number cannot go below zero | - deduct the AC of your target after modifying it with the used ammo type (each ammo has AC modifier) - the resulting number cannot go below zero | ||
− | - darkness should give a malus, but this isn't implemented yet. | + | - darkness should give a malus, but this isn't implemented yet. <br/> |
− | - Obstructions in the line of fire (creatures between you and your target) gives you a certain malus. | + | - Obstructions in the line of fire (creatures between you and your target) gives you a certain malus.<br/> |
− | - After all the above modifiers your chance to hit CAN get below 0, but never above 95%. | + | - After all the above modifiers your chance to hit CAN get below 0, but never above 95%.<br/> |
− | - [[Aimed shot]] gives you a penalty to hit chance depending on the limb you're aiming for. | + | - [[Aimed shot]] gives you a penalty to hit chance depending on the limb you're aiming for.<br/> |
− | - [[Sharpshooter]], despite its description gives you 1 PE for the purposes of calculating the Hit chance. | + | - [[Sharpshooter]], despite its description gives you 1 PE for the purposes of calculating the Hit chance.<br/> |
Also note, that there are other variables (ex. [[perks]], [[traits]], [[injuries]], [[obstacles]]) affecting your current chance to hit. | Also note, that there are other variables (ex. [[perks]], [[traits]], [[injuries]], [[obstacles]]) affecting your current chance to hit. |
Revision as of 13:16, 18 November 2010
Chance to hit your target with an attack.
The formula is the following:
- take skill.
- add (PE-2)x16% for all long range weapons(i.e. with a range of 26+) that were already implemented in FO 1, or are upgrades of these weapons, (PE-2)x8% for the rest.
- The scoped hunting rifle gets (PE-2)x20% instead of the x16% if you shoot at a target that is at least 5 hexes away, or no PE-bonus at all for closer enemies.
- It seems the other newly implemented long range weapons in FO 2 are bugged, they only get the (PE-2)x8% while all long range weapons from FO 1 had the (PE-2)x16%. (most weapons were implemented in FO 1, but if in doubt, google your weapon of interest)
- deduct 4% per hex between you and your target.
- deduct 20% for each point of ST missing to use the weapon properly.
- Accurate weapons get a 20% bonus.
- deduct the AC of your target after modifying it with the used ammo type (each ammo has AC modifier) - the resulting number cannot go below zero
- darkness should give a malus, but this isn't implemented yet.
- Obstructions in the line of fire (creatures between you and your target) gives you a certain malus.
- After all the above modifiers your chance to hit CAN get below 0, but never above 95%.
- Aimed shot gives you a penalty to hit chance depending on the limb you're aiming for.
- Sharpshooter, despite its description gives you 1 PE for the purposes of calculating the Hit chance.
Also note, that there are other variables (ex. perks, traits, injuries, obstacles) affecting your current chance to hit.