Difference between revisions of "Critical Hit Chance Formula"

From the Fallout3 GECK Wiki
Jump to navigation Jump to search
imported>SnakeChomp
(Add information about effects that affect "Critical Chance")
imported>SnakeChomp
m (→‎Formula: Minor formatting)
Line 24: Line 24:


===Formula===
===Formula===
<br />
Critical Hit Chance = V + PerkModifiers(C * CM * (LB + L * LM + CCB) * WM)
<code>Critical Hit Chance = V + PerkModifiers(C * CM * (LB + L * LM + CCB) * WM)</code>

Revision as of 18:35, 21 December 2008

Variables

fVATSCriticalChanceBonus = V
This value is 0 when outside of VATS mode regardless of the value of the game setting
fWeaponConditionCriticalChanceMult = CM
Weapon condition = C
This value is 10 when your weapon is at 100% condition, 9 at 90%, and etc
Actor luck value = L
fAVDCritLuckBase = LB
fAVDCritLuckMult = LM
Weapon crit multipler specified on the weapon form = WM
Automatic weapons use this value divided by the Fire Rate. For example, an Assault Rifle has a crit multiplier of 1.0, and a Fire Rate of 8. Therefore each bullet has a 0.125 multiplier to the critical percent chance.
Perks that have a "Calculate My Critical Hit Chance" entry point = PerkModifiers(x)=> y
This "variable" is treated as a function that applies all perk modifiers and returns the new critical hit chance
Any effects active on the actor which modify the "Critical Chance" (aka CritChance) actor value = CCB
For example, the Finesse perk is implemented as an ability which applies the "Increase Critical Chance" effect with a magnitute of 5, resulting in a value of 5 for this variable.

Formula

Critical Hit Chance = V + PerkModifiers(C * CM * (LB + L * LM + CCB) * WM)