Difference between revisions of "Hit Chance"
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Worldremaker (talk | contribs) (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]]. | Chance to hit your target is calculated differently for [[Unarmed]]/[[Melee]] and [[Small Guns]]/[[Big Guns]]/[[Energy Weapons]]/[[Throwing]]. | ||
| − | == | + | == Maximum chance to hit == |
| − | 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. | ||
| + | * [[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. | ||
| − | + | == Current chance to hit == | |
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| − | + | * Start with your combat [[skill]]. | |
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| − | + | * Divide your target's [[AC]] by your ammo [[Ammo|AC mod]]. | |
| − | * | + | * Deduct 1% per [[AC]] of the target after [[Ammo|AC mod]] reduction. |
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* Deduct 4% per [[hex]] between you and your target. | * 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. |
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* 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. | ||
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* 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. | ||
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| + | '''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. | ||
| − | + | Also note, that there are other variables (ex. [[perks]], [[traits]], [[Injured|injuries]], obstacles, crafted weapons) affecting your current chance to hit. | |
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== 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.