Other > General Game Discussion
Ranged hit chance....
Attero:
This is i belive equation for Fallout 1&2 for ranged hit chance :
hit% = Skill + ((PE - 2) * X) - (HEX * 4) - (AC of Target) [- night modifier]
where
X = 16 for rifles of range mroe then 25 and 8 for less
Hex - distance to target in hexes (weapon range is said in hex)
AC of target - in Fonline 2238 max ac i think is 40 with perk and 33 for most toons
night modifier - from patch lately its from -10 to -40% i belive
its said that accurate rifles like hunting rifle recivie +4% hit bonus for first 10 hexes instead of penalty
******1)IS this =- accurate or the mechanic was changed ?
ah and ofc we need to add panalty if you do aimed.
******2) And how much crit bonus one recives for picking aimed hit ? (lets say for eyes)
Gunduz:
Yeah look at this thread http://fodev.net/forum/index.php?topic=309.msg1682#msg1682. Bob found all that info which I believe is from F1&2 but from what I've experienced is still fairly accurate.
Atom:
--- Quote from: Atom in some ancient document ---First, check
http://fonlinedocs.netii.net/tohit2.c
This is precise BTH algorithm from Fallout2. The same algorithm is implemented in fonline, but three things are not implemented:
1. Influence of multixes critters blocking the way (they are treated as normal critters, and occupy only one, central hex instead of 7 hex circle).
2. Light levels (engine does not provide functionality for that).
3. Difficulty setting, but this is not needed nor desired, all works like in Normal combat difficulty.
--- End quote ---
One day this could go to our wiki, after some edition.
Attero:
To hit
if you ahve Single hander perk -40% for using 2h weapon and +20% for using 1h weapon .........0
if weapon is considered accurate +20% (hunting rifle , sniper rifle dunno what more)..............+20
-AC modifier (40AC is i belive max ) what we can have..........................................................-40
+AC_bullet_modifier .............................................................................................0 (or +20 for .233)
+15% for large creatures...................................................................................................0
-Light penalty (from -10 to -40%).....................................................................................-40
-25% if you have damaged eyes.........................................................................................0
+40% for targets lying ............................ ....................... ......................... ......................0
-range penalty that is calculated :
dist => x
(PER-2)*5 => y (5 for scoped rifle)
x-y-> this value cant be lower then PER*-2 - actually this make no sense as if its negative then due to multiplication by -4 late the penalty value becomes positive and it doesnt get applied at all
if you have sharpshoter then substract 2 from the above?? ***** (should be 4 ....)
now the result multiply by -4
and the result is added (result is negative) to the tohit but noting is added if the result is positive (your perception is so good you dont get range penalty.
to have 95% to hit
155% ....... is min for highest armored target without considering perception-distance influence . substract AC_bullet modifier from it (highest is 20% i belive)
you need to add ....Weapon_Range - (PER-2)*x (x = 5 for scoped 4 for other long range)
add penalty for aimed on whatever you want if you wanna aim at max distance
add 20% if your weapon is inaccurate
result is your required weapon skill to have 95% hit at max range in darkest night on super armored target ;]
**** interesting there is that sharpshooter is calculated after perception meaning that even with 10 per you can benefrit from it!! (Strange is however as sharpshooter is +2 PER for range purposes , that would mean player_sharpshooter_level need to be of value 2 for those with sharpshooter but normaly such values are stored in 0-1 numbers....
Atom:
player_sharpshooter_level is equal to the number of ranks of the sharpshooter perk, and is applied after the weapon perception modifier, so the perk works like giving a flat +8% bonus (except for the case of a crippled eye, where it works almost like that).
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