Hit Chance

From FOnline: 2238 Wiki
Revision as of 14:15, 18 November 2010 by Bester (Talk | contribs)

Jump to: navigation, search

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.

Contribute