Damageif finesse is present then finesse_mod=30, otherwise finesse_mod=0if armor bypassed critical, and the damage type is not emp: dt = armor_dt/5; dr = armor_dr/5 + dr_mod // finesse is skipped in this caseif not armor bypassed critical or armor bypassed with emp, but armor piercing or weapon penetrate perk: dt = armor_dt/5; dr = armor_dr + dr_mod + finesse_modif none of above: dt = armor_dt; dr = armor_dr + dr_mod + finesse_mod
if living anatomy is present, and the target is neither robot nor alien totaldamage+=5
if pyromaniac, and weapon damage type is fire totaldamage+=5
if attack is ranged, but not throwing bonus = 2*bonus_ranged_damage_levelotherwise bonus = 0
Hit chance bonus:(PE-2)*16% for dual hand weapon (if range>25)(PE-2)*8% for other weapons
- Armor Piercing ammo DT divider reduced from 5 to 3.
if armor bypassed critical, and the damage type is not emp: dt = armor_dt/5; dr = armor_dr/5 + dr_mod // finesse is skipped in this caseif not armor bypassed critical or armor bypassed with emp, but armor piercing or weapon penetrate perk: dt = armor_dt/5; dr = armor_dr + dr_mod + finesse_modif none of above: dt = armor_dt; dr = armor_dr + dr_mod + finesse_mod
if armor bypassed critical, and the damage type is not emp: dt = armor_dt/5; dr = armor_dr/5 + dr_mod // finesse is skipped in this caseif not armor bypassed critical or armor bypassed with emp, but if armor piercing: dt = armor_dt/3; dr = armor_dr + dr_mod + finesse_mod else if weapon penetrate perk: dt = armor_dt/5; dr = armor_dr + dr_mod + finesse_modif none of above: dt = armor_dt; dr = armor_dr + dr_mod + finesse_mod
You just need 95% for the burst, and don't care about decreasing of some other shit. It doesn't matter if you stay 2 hexes away and have a backup of hit chance %, or 20 hexes away and almost having only 94% to hit. The only difference is between 1 hex and 2+hex.