Other > General Game Discussion
Ranged hit chance....
Attero:
--- Quote from: Atom on January 20, 2010, 08:09:11 pm ---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).
--- End quote ---
there is only one rank of sharpshooter afaik .
(attacker_is_player) dist-=(perception-2)*distmod1; here is perception calculated
it translates into this (x = distance)
x - (PER-2)*5 = x+10-50 = x+10-PER*5 (10 PER , scoped rifle)
at top of that sharpshooter is applied => x+10-PER*5-2*SS (SS stands for sharpshooter here)
now for every hex left 4% penalty is applied -> 4*X +40 - 20*PER - 8*SS
it makes SS idd lower the penalty by 8% however every point of perception lowers it by 20!! (16% in case of non scoped rifles)
where sharpshooter should be a +2 PER as in info . The only case when sharpshotoer equls to 2 PER bonus is for short range weapons where instead of 5 in the first PER*5 value of 2 is used making it -> 4*x+40 - 8*PER - 8*SS
someone failed in coding sharpshooter.. and all it would need is chaning where perception value is taken from globals to make it ..
perception = attacker_perception +2*player_sharpshooter_level
if (perception > 10) perception = 10;
Atom:
The pseudocode version is practically one-to-one translation from the machine code (FO2 1.02d US under offset 0x0042436C and onwards) to something more readable, and can be considerably simplified under the assumption of "attacker is a player and his or her eye is not damaged". In the machine code, the rank of the sharpshooter perk is checked - it doesn't matter if it's max value that can be set during a normal game is only 1. In theory one could edit FO2 save file, set the rank to 100 and enjoy +800 p% bonus.
Also, even for short range weapons the bonus is only 1 PE, because clearly 4*x+40 - 8*PER - 8*SS = 4*x+40 - 8*(PER+1). A (weak) offset for this is that it extends the viewing radius by 6 hexes (like +2 PE), and it works even with PE=10.
Attero:
ah yea fool me cant read properly what i wrote myself ...
basicly Sharpshooter is 8% hit chance icnrease ragardless if you ahve 10 PER or not and has nothing to do with the 2 PER bonus mentioned description (well actually maybe it says smth elese in Fonline - im using wiki as source here).
if one would wonder how much PER is worht in hit chance - one point - 8% for short range (and weapons that werent present in F1) , 16% for stable long range rifles (all with range >25 and present in F1 should apply) and 20% for scoped rifles
Jack_Fr:
Hi,
I have just a little question about hit chance.
Is there a malus for number of rounds in burst mode ?
It would be logical but I have no proof on it and the to-hit algorithm doesn't seem to mention it. Should I consider that there is no decrease in to-hit chance from burst mode ?
Some people told me 2% a bullet, I read somewhere else 1% a bullet. There is no clear informations about that.
Atom, you seem to be the best expert of these questions, I would be happy to have your answer.
But if some users have an idea about it, it's with pleasure. ;)
Attero:
you can find yoru answer here http://fodev.net/forum/index.php?topic=1129.0
basicly hit chance dont decay for burst but :
1/6 of bullets hit on their own each rolling individual hit
and all rest use subsequent rolls if first bullet hits there is roll for second if second hit it rolls for 3rd , if 3rd missed whole rest missed too (more complicated then that read the link)
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