Hit Chance
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- darkness should give a malus, but this isn't implemented yet. <br/> | - 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.<br/> | - Obstructions in the line of fire (creatures between you and your target) gives you a certain malus.<br/> | ||
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- [[Aimed Shot]] gives you a penalty to hit chance depending on the limb you're aiming for.<br/> | - [[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.<br/> | - [[Sharpshooter]], despite its description gives you 1 PE for the purposes of calculating the Hit chance.<br/> | ||
+ | - After all the above modifiers your chance to hit CAN get below 0, but never above 95%. If you want to make a character that will be the most accurate possible for a certain weapon and a certain range, avoid making a character with chance to hit higher than 95%, because it would be futile.<br/> | ||
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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 13:22, 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.
- 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.
- After all the above modifiers your chance to hit CAN get below 0, but never above 95%. If you want to make a character that will be the most accurate possible for a certain weapon and a certain range, avoid making a character with chance to hit higher than 95%, because it would be futile.
Also note, that there are other variables (ex. perks, traits, injuries, obstacles) affecting your current chance to hit.