Hit Chance

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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.

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