Difference between revisions of "Hit Chance"

From FOnline 3 wiki
Jump to navigation Jump to search
(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...")
 
(5.4.4)
Line 1: Line 1:
 
Chance to hit your target is calculated differently for [[Unarmed]]/[[Melee]] and [[Small Guns]]/[[Big Guns]]/[[Energy Weapons]]/[[Throwing]].
 
Chance to hit your target is calculated differently for [[Unarmed]]/[[Melee]] and [[Small Guns]]/[[Big Guns]]/[[Energy Weapons]]/[[Throwing]].
  
== Unarmed/Melee attack Hit Chance ==
+
== Maximum chance to hit ==
Chance to hit your target with an [[Unarmed]] or [[Melee]] attack.  
+
* Minimum Chance to Hit is 20%.
 +
* Base Max chance to Hit is 80%.
 +
* For each missing ST for weapon requirements you lose 5% max chance to hit.
 +
* For each 50% combat skill gain 1% max chance to hit.
 +
* [[Binoculars]] gain 5% max chance to hit.
 +
* [[Military Binoculars]] gain 10% max chance to hit.
 +
* [[Sharpshooter]] gain 10% max chance to hit and 10% Minimal chance to hit.
 +
* For each [[Charisma]] lose 1% max chance to hit.
 +
* [[Weapon perks|Long Range weapon perk]] gain 4% max chance to hit and 4% Minimum chance to hit.
 +
* [[In Your Face!]] Effect always sets chance to hit to 50%, regardless of any penalties and bonuses.
  
The formula is the following:
+
== Current chance to hit ==
* 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 ==
+
* Start with your combat [[skill]].
Chance to hit your target with a ranged attack.  
 
  
The formula is the following:
+
* Divide your target's [[AC]] by your ammo [[Ammo|AC mod]].
* Start with weapon skill.
+
* Deduct 1% per [[AC]] of the target after [[Ammo|AC mod]] reduction.
* 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 4% per [[hex]] between you and your target.
* Deduct 20% for each point of [[ST]] missing to use the [[weapon]] properly.
+
* [[Aimed Attack]] gives you a penalty to hit chance depending on the limb you're aiming for.
* [[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.  
 
* 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.
 
* 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.
 
* 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.
 
  
 +
'''NOTE:''' The following info was very old and requires confirmation for the current patch:
 +
* 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.
 +
* 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)
 +
* 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.
  
== Formula (Ranged Hit Chance) ==
+
Also note, that there are other variables (ex. [[perks]], [[traits]], [[Injured|injuries]], obstacles, crafted weapons) affecting your current chance to hit.
<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 ==
 
== See also ==

Revision as of 00:50, 19 November 2023

Chance to hit your target is calculated differently for Unarmed/Melee and Small Guns/Big Guns/Energy Weapons/Throwing.

Maximum chance to hit

  • Minimum Chance to Hit is 20%.
  • Base Max chance to Hit is 80%.
  • For each missing ST for weapon requirements you lose 5% max chance to hit.
  • For each 50% combat skill gain 1% max chance to hit.
  • Binoculars gain 5% max chance to hit.
  • Military Binoculars gain 10% max chance to hit.
  • Sharpshooter gain 10% max chance to hit and 10% Minimal chance to hit.
  • For each Charisma lose 1% max chance to hit.
  • Long Range weapon perk gain 4% max chance to hit and 4% Minimum chance to hit.
  • In Your Face! Effect always sets chance to hit to 50%, regardless of any penalties and bonuses.

Current chance to hit

  • Start with your combat skill.
  • Divide your target's AC by your ammo AC mod.
  • Deduct 1% per AC of the target after AC mod reduction.
  • Deduct 4% per hex between you and your target.
  • Aimed Attack gives you a penalty to hit chance depending on the limb you're aiming for.
  • 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.
  • Weapons with perk Scoped are affecting your chance to hit according to range.


NOTE: The following info was very old and requires confirmation for the current patch:

  • 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.
  • 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)
  • 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.

Also note, that there are other variables (ex. perks, traits, injuries, obstacles, crafted weapons) affecting your current chance to hit.

See also