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Author Topic: PE, Gun Skill and % Chance to Hit  (Read 8799 times)

Gunduz

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PE, Gun Skill and % Chance to Hit
« on: December 31, 2009, 06:35:50 am »

I know that each gun has a different % modifier for hit chance, but does anyone know the formula to calculate how much of BG, SG and NRG skills for each amount of PE to have max hit %? It seems to be a standard for big gunners to go for 95% on RL at max distance, not sure if there's similar things for other skills. I guess to make it complete, we could put throwing % in here too, but I feel like someone told me that was based on ST.
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Re: PE, Gun Skill and % Chance to Hit
« Reply #1 on: December 31, 2009, 06:44:30 am »

i know for BG 6pe and 160bg is about optimal for full use of avenger but im not sure of the exact forumla
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Re: PE, Gun Skill and % Chance to Hit
« Reply #2 on: December 31, 2009, 06:58:39 am »

the base to hit% is your skill.
 - add (PE-2)x16% for all long range weapons(i.e. with a range of 26+) that were already implemented in FO 1, 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 hexes away, or no PE-bonus at all for closer enemies.
 - It seems the other newly implemented long range weapons in FO 2 are bugged, they only get the (PE-2)x8% while all long range weapons from FO 1 had the (PE-2)x16%.
 - 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. All shotguns also get that. Guess it's easier to hit because of the spread.
 - deduct the AC of your target after modifying it with the used ammo type.
 - darkness, obstructions in the line of fire, and several perks also give boni or mali, which I do not know.
 - After all the above modifiers your chance to hit CAN get below 0, but never above 95%.
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Re: PE, Gun Skill and % Chance to Hit
« Reply #3 on: December 31, 2009, 07:58:04 am »

the base to hit% is your skill.
 - add (PE-2)x16% for all long range weapons(i.e. with a range of 26+) that were already implemented in FO 1, 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 hexes away, or no PE-bonus at all for closer enemies.
 - It seems the other newly implemented long range weapons in FO 2 are bugged, they only get the (PE-2)x8% while all long range weapons from FO 1 had the (PE-2)x16%.
 - 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. All shotguns also get that. Guess it's easier to hit because of the spread.
 - deduct the AC of your target after modifying it with the used ammo type.
 - darkness, obstructions in the line of fire, and several perks also give boni or mali, which I do not know.
 - After all the above modifiers your chance to hit CAN get below 0, but never above 95%.


WTF does that have to do with crack and pizza?


Thanx bob :P
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Re: PE, Gun Skill and % Chance to Hit
« Reply #4 on: January 02, 2010, 01:38:19 am »


WTF does that have to do with crack and pizza?


Thanx bob :P

LOL
cite your sources :)
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Re: PE, Gun Skill and % Chance to Hit
« Reply #5 on: January 03, 2010, 06:31:13 pm »

http://fonlinedocs.netii.net/tohit2.c

A pseudocode version of the to-hit algorithm (it's too long to call it "formula"), as reversed from the FO2 executable.
The notion of long rangedness, scope rangedness and accuracy is based on the weapon perk, a hidden property of weapon present in FO2 (proto offset 0x65).

The following are not implemented in Fonline, due to engine constrains: light level bonus/malus (and hence Night Sight weapon perk), multihex critters blocking the line of fire, difficulty settings (obviously).
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Re: PE, Gun Skill and % Chance to Hit
« Reply #6 on: February 17, 2010, 10:54:04 pm »

Code: [Select]
if (attack_is_ranged) tohit+=location_penalty; // which is negative
    else tohit+=location_penalty/2;

What is this location penalty?

Code: [Select]
if (attacker_is_player) dist-=(perception-2)*distmod1; // player nerfed
      else dist-=perception*distmod1;

Which is the case in FOnline?
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Re: PE, Gun Skill and % Chance to Hit
« Reply #7 on: May 18, 2010, 03:50:05 pm »

Are my calculations correct? I want to know how much small gun skill I need to be able to get 95% to hit with a regular shot at maximum range with for example a .223 pistol.

If this is the formula: to hit%= skill-(PE-2)*8-4*distance-(AC target +AC ammo modifier)

Than to use a .223 pistol at 30 hexes, I have 6 PE, against a target with 10 AC is (My skill in sg is X):
if 223 pistol is not considered a long range weapon:
95= X+(PE-2)*8-4*30-(10-20) --->X=95-4*8+120-10=173
and if 223 pistol is considerd a long range weapon (+26 hexes):
X=95-4*16+120-10=141

Is this correct or is my math skills corrupt? I need 141 to be able to hit at max range with a .223 pistol?
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Crazy

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Re: PE, Gun Skill and % Chance to Hit
« Reply #8 on: May 18, 2010, 05:51:11 pm »

.223 is not a long range weapon.
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Drakonis

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Re: PE, Gun Skill and % Chance to Hit
« Reply #9 on: May 18, 2010, 05:57:52 pm »

Are my calculations correct? I want to know how much small gun skill I need to be able to get 95% to hit with a regular shot at maximum range with for example a .223 pistol.

If this is the formula: to hit%= skill-(PE-2)*8-4*distance-(AC target +AC ammo modifier)

Than to use a .223 pistol at 30 hexes, I have 6 PE, against a target with 10 AC is (My skill in sg is X):
if 223 pistol is not considered a long range weapon:
95= X+(PE-2)*8-4*30-(10-20) --->X=95-4*8+120-10=173
and if 223 pistol is considerd a long range weapon (+26 hexes):
X=95-4*16+120-10=141

Is this correct or is my math skills corrupt? I need 141 to be able to hit at max range with a .223 pistol?


remember that .223 ammo has -20 AC
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Re: PE, Gun Skill and % Chance to Hit
« Reply #10 on: May 18, 2010, 08:39:00 pm »

.223 is not a long range weapon.

Yes I did not think it was, I was just did not know how it was implemented. The Bob wrote " - add (PE-2)x16% for all long range weapons(i.e. with a range of 26+) that were already implemented in FO 1, or are upgrades of these weapons, (PE-2)x8% for the rest."
And since .223 pistol has a range of 30 it might be in that category?

remember that .223 ammo has -20 AC
I think I did, it is the -20 in the ...*30-(10-20)...
Still I´m not sure if I have made the write calculations.

Anyone who might be able to check it out? Hmmm, why don´t I do that myself :D
« Last Edit: May 18, 2010, 08:41:44 pm by KillerAnt »
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Re: PE, Gun Skill and % Chance to Hit
« Reply #11 on: May 18, 2010, 09:00:08 pm »

FYI bob darkness doesn't affect anything it's broken.
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Re: PE, Gun Skill and % Chance to Hit
« Reply #12 on: May 19, 2010, 12:49:23 am »

What is this location penalty?

Which is the case in FOnline?
1. Eyes, head etc. penalty.
2. Yes.

FYI bob darkness doesn't affect anything it's broken.
It can't be "broken" as it was never implemented server-side in the first place.
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myguy

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Re: PE, Gun Skill and % Chance to Hit
« Reply #13 on: May 26, 2010, 02:44:56 pm »



 - deduct 20% for each point of ST missing to use the weapon properly.


so if I have a strength of only 4 i get a possible max of 120%  deduction? (for those requiring 10)   .......
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Gunduz

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Re: PE, Gun Skill and % Chance to Hit
« Reply #14 on: May 27, 2010, 06:08:28 am »

so if I have a strength of only 4 i get a possible max of 120%  deduction? (for those requiring 10)   .......

In theory, but the highest ST required is 7 by some of the big guns. So with 1 ST, you could encounter this, but I don't know anyone that's made a build with 1 ST and been anywhere near successful.
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