Difference between revisions of "Talk:Critical Hit Chance Formula"

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imported>Mannon
 
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:You can test this by setting the weapon damage for the assault rifle to 1 in the GECK and then observing how much damage your shots do. Criticals will take off a bunch of health where as normal hits will take off almost nothing.
:You can test this by setting the weapon damage for the assault rifle to 1 in the GECK and then observing how much damage your shots do. Criticals will take off a bunch of health where as normal hits will take off almost nothing.
:--[[User:SnakeChomp|SnakeChomp]] 15:43, 9 January 2009 (UTC)
:--[[User:SnakeChomp|SnakeChomp]] 15:43, 9 January 2009 (UTC)
==WeaponCondition==
[[Weapon Damage Formula]] and [[Gun Spread Formula]] both list WeaponCondition as equal to "1 at 100% condition, 0.5 at 50% condition, and etc." but this article lists it as "10 at 100% condition, 5 at 50% condition, and etc."
Is this a mistake or is WeaponCondition actually somehow (confusingly) different for calculating critical chance than for damage or spread? (Or if the math in this formula tends to give the correct result could it indicate a hidden constant or variable that is multiplying WeaponCondition by 10?)
[[User:Mannon|Mannon]] 23:39, 31 May 2009 (UTC)

Latest revision as of 19:33, 31 May 2009

Perk Modifiers[edit source]

A question about "perk modifiers":

-It seems the "increased critical chance" perk effect (found on the "finesse" perk) counts as 5 points of luck (modifies the actor luck value) - however, so does the perk "snide survival guru" (same effect listed in GECK) Then question is then, what perks exactly affect "perk modifiers"? seems like they mostly go directly to "actor luck value"?

EscapedGoat 19:56, 9 January 2009 (UTC)

The formula page explicitly states: "...any perks active on the actor that have a "Calculate My Critical Hit Chance" Entry Point... ". If a perk adds an ability which modifies the crit chance av then it is more or less equivalent to adding points of luck, but if the perk uses an entry point to modify the critical hit chance (by multiplying by 1.1 for example) then that modification is done by PerkModifiers.
--SnakeChomp 22:59, 9 January 2009 (UTC)

Automatic Weapons & Criticals[edit source]

For automatic weapons:

Is critical hit chance calculated for every projectile fired? If yes, how is it done in VATS? per bullet or per burst? And how is a sneak attack critical applied in VATS? to the first bullet or to all bullets in the burst?

If you have an actor with a max condition weapon and just 1 luck (=1% crit chance) firing 3 bullets with a ROF of 8 bullets/second (=0.125% crit chance)

What is the correct understanding of the mechanics:

1)out of VATS: 0.125%-0.125%-0.125% --> no ambiguity here 2)in VATS, is it: 15.125%-0.125%-0.125% 3)or is it: 15.125%-15.125%-15.125%

??

EscapedGoat 10:14, 9 January 2009 (UTC)

Every bullet fired in vats has its own critical hit roll, so it would be 15.125% chance to crit with each bullet. It appears that each bullet will be a sneak attack critical hit as well as long as you are not detected when you fire the bullet.
You can test this by setting the weapon damage for the assault rifle to 1 in the GECK and then observing how much damage your shots do. Criticals will take off a bunch of health where as normal hits will take off almost nothing.
--SnakeChomp 15:43, 9 January 2009 (UTC)

WeaponCondition[edit source]

Weapon Damage Formula and Gun Spread Formula both list WeaponCondition as equal to "1 at 100% condition, 0.5 at 50% condition, and etc." but this article lists it as "10 at 100% condition, 5 at 50% condition, and etc."

Is this a mistake or is WeaponCondition actually somehow (confusingly) different for calculating critical chance than for damage or spread? (Or if the math in this formula tends to give the correct result could it indicate a hidden constant or variable that is multiplying WeaponCondition by 10?)

Mannon 23:39, 31 May 2009 (UTC)