Talk:Critical Hit Chance Formula

Revision as of 14:56, 9 January 2009 by imported>EscapedGoat

PERK MODIFIERS

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)


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)
Return to "Critical Hit Chance Formula" page.