Difference between revisions of "Hit Chance"

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(Created page with "Chance to hit your target is calculated differently for Unarmed/Melee and Small Guns/Big Guns/Energy Weapons/Throwing. == Unarmed/Melee attack Hit Cha...")
 
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Chance to hit your target is calculated differently for [[Unarmed]]/[[Melee]] and [[Small Guns]]/[[Big Guns]]/[[Energy Weapons]]/[[Throwing]].
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#REDIRECT [[Attack#Hit chance]]
 
 
== Unarmed/Melee attack Hit Chance ==
 
Chance to hit your target with an [[Unarmed]] or [[Melee]] attack.
 
 
 
The formula is the following:
 
* Take your [[Unarmed]]/[[Melee]] [[skill]].
 
* Deduct [[AC]] of the target.
 
* Deduct 20% for each point of [[ST]] missing to use the [[weapon]] properly.
 
* [[Accurate]] weapons get a 20% bonus.
 
* [[Aimed Attack]] gives you a penalty to hit chance depending on the limb you're aiming for.
 
* Darkness should give a malus, but this isn't implemented yet.
 
* After all the above modifiers your chance to hit is as low as 5%, but never above 95%.
 
 
 
Also note, that there are other variables (ex. [[perks]], [[traits]], [[Injured|injuries]], obstacles, crafted weapons) affecting your current chance to hit.
 
 
 
== Ranged attack Hit Chance ==
 
Chance to hit your target with a ranged attack.
 
 
 
The formula is the following:
 
* Start with weapon skill.
 
* Add ([[PE]]-2)x16% for all [[Long Range]] weapons(i.e. with a range of 26+) that were already implemented in FO1, 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 [[hex]]es away, or no [[PE]]-bonus at all for closer enemies.
 
* It seems the other newly implemented [[Long Range]] weapons in FO2 are bugged, they only get the ([[PE]]-2)x8% while all long range weapons from FO1 had the ([[PE]]-2)x16%. (most weapons were implemented in FO1, 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 minus, but this isn't implemented yet.
 
* Obstructions in the line of fire (creatures between you and your target) gives you a certain minus.
 
* [[Aimed Attack]] gives you a penalty to hit chance depending on the limb you're aiming for.
 
* [[Sharpshooter]], despite its description gives you 8% to Hit chance.
 
* After all the above modifiers your chance to hit is as low as 5%, but never above 95%.
 
* Weapons with perk [[Scoped]] are affecting your chance to hit according to range.
 
 
 
Also note, that there are other variables (ex. [[perks]], [[traits]], [[Injured|injuries]], obstacles, crafted weapons) affecting your current chance to hit.
 
 
 
 
 
== Formula (Ranged Hit Chance) ==
 
<code>SKILL + ?[[Scoped]](TARGET_HEX_DISTANCE>4 ? (PE-2)*20:-Infinity) or ?[[Long Range]]((PE-2)*16) or <br>(PE-2)*8 + ?[[Sharpshooter]](8) + ?[[Accurate]](20) -4*TARGET_HEX_DISTANCE <br>-20*[https://en.wikipedia.org/wiki/Natural_number NaturalNumber]((WEAPON_REQ_ST - ?[[Weapon Handling]](2)) - ST) 
 
-[https://en.wikipedia.org/wiki/Natural_number NaturalNumber](TARGET_AC - AC_MOD) <br>-?[[Aimed Attack]](X)</code><br>
 
<i>Now just subtract the target's armor or helmet's crafting bonus, and add your weapons crafting bonus</i>
 
 
 
== See also ==
 
* [[Critical Chance]]
 
* [[Armor Class]]
 
* [[Aimed Attack]]
 
* [[Strength]]
 
* [[Hex]]
 
 
 
[[Category:Combat]]
 

Latest revision as of 04:16, 12 March 2026

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