Difference between revisions of "Critical Hit Chance Formula"

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===Variables===
Critical Hit Chance = PerkModifiers(ConditionFactor * (LuckFactor + CritChanceBonuses) * WeaponFactor) + VATSFactor
;[[fVATSCriticalChanceBonus]] = V
:This value is 0 when outside of VATS mode regardless of the value of the game setting


;[[fWeaponConditionCriticalChanceMult]] = CM
'''PerkModifiers''' is a function that modifies the input value using any perks active on the actor that have a "Calculate My Critical Hit Chance" [[Entry Point]] and returns the result.


;Weapon condition = C
'''ConditionFactor''' = WeaponCondition * fWeaponConditionCriticalChanceMult
:This value is 10 when your weapon is at 100% condition, 9 at 90%, and etc
:*fWeaponConditionCriticalChanceMult = 0.1
:*WeaponCondition is 10 at 100% condition, 5 at 50% condition, and etc.


;Actor luck value = L
'''LuckFactor''' = fAVDCritLuckBase + ActorLuckValue * fAVDCritLuckMult
:*fAVDCritLuckBase = 0
:*fAVDCritLuckMult = 1
:*ActorLuckValue is the actor's luck value.


;[[fAVDCritLuckBase]] = LB
'''CritChanceBonuses''' are granted by certain abilities. 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 CritChanceBonuses.


;[[fAVDCritLuckMult]] = LM
'''WeaponFactor''' is the "Crit % Mult" specified on the [[Weapons|weapon form]]. For automatic weapons, this value is divided by the "Fire Rate", also specified on the weapon form. For example, an Assault Rifle has a "Crit % Mult" of 1.0, and a "Fire Rate" of 8, so the WeaponFactor will be 0.125.


;Weapon crit multipler specified on the [[Weapons|weapon form]] = WM
'''VATSFactor''' = fVATSCriticalChanceBonus
: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.
:*fVATSCriticalChanceBonus = 15
 
:*:This value is zero unless the attack is being made using VATS.
;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)

Revision as of 16:50, 24 December 2008

Critical Hit Chance = PerkModifiers(ConditionFactor * (LuckFactor + CritChanceBonuses) * WeaponFactor) + VATSFactor

PerkModifiers is a function that modifies the input value using any perks active on the actor that have a "Calculate My Critical Hit Chance" Entry Point and returns the result.

ConditionFactor = WeaponCondition * fWeaponConditionCriticalChanceMult

  • fWeaponConditionCriticalChanceMult = 0.1
  • WeaponCondition is 10 at 100% condition, 5 at 50% condition, and etc.

LuckFactor = fAVDCritLuckBase + ActorLuckValue * fAVDCritLuckMult

  • fAVDCritLuckBase = 0
  • fAVDCritLuckMult = 1
  • ActorLuckValue is the actor's luck value.

CritChanceBonuses are granted by certain abilities. 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 CritChanceBonuses.

WeaponFactor is the "Crit % Mult" specified on the weapon form. For automatic weapons, this value is divided by the "Fire Rate", also specified on the weapon form. For example, an Assault Rifle has a "Crit % Mult" of 1.0, and a "Fire Rate" of 8, so the WeaponFactor will be 0.125.

VATSFactor = fVATSCriticalChanceBonus

  • fVATSCriticalChanceBonus = 15
    This value is zero unless the attack is being made using VATS.