What are the chance to hit formulae

Lokiron

First time out of the vault
Hi all,

I am new to this place, a quick search did not answer my question.
My game is Fallout 2 with the newest Project Restoration, and nothing else.

So here is my problem:
I can't for the life of me figure out, why my hunting rifle is so much more accurate, even at point blank range (1 hex), than my SMG and revolver.

To do an aimed shot to the eye of a golden gecko, the chance to hit was 91% with the rifle (1 hex, some darkness). With the SMG I had 51%. A difference of 40%.

From the fallout wiki I get:
BTH = (Skill - 30) + ((PE - 2) * 16) - (HEX * 4) - (AC of Target) [- 10% at night if HEX >= 5] for all rifles rifles from FO1 with a range >25

So, I get that Perception is different for the two weapons. But my perception is 5 and so should only amount to (5-2)*8 = 24% difference. Then there is something about the rifle negating distance penalty out to a certain range. That might be another 4%. That's 28% not 40%.

Please, if anyone can answer this I would be very grateful, because I'm obsessive about understanding the games I play. I guess that's from tabletop rpg'ing..

Thanks!
 
”Lokiron” said:
I can't for the life of me figure out, why my hunting rifle is so much more accurate, even at point blank range (1 hex), than my SMG and revolver.
I’m not familiar with the formulas, but I do know weapons also have inherent stats, yet not all of these stats are visible in the game. See the article on weapon perks here.
 
Interesting read. I can't from that code determine where my mentioned 40% difference comes from. Is that code still in effect for the Project Restoration mod, or does the mod change any of that?

Hmm.. I suspect the mod changes the "dist-=(perception-2)*distmod1" to "dist-=(perception)*distmod1". Because that fits perfectly with the 40%.
 
RP doesn't change anything about ToHit formulas, and the formula on the wiki is only partially correct. The actual calculations are much more complex.

For FO2 hunting rifle (without scope) or any weapon with Weapon Long Range perk, the base chance to hit formula before other modifiers like aimed shot and darkness penalties is:
  • If Range < (PE*2)-8, only available when PE >= 5:
    ToHit = Skill + PE*8
  • If Range >= (PE*2)-8:
    ToHit = Skill + (PE-2)*16 - Range*4
For SMG (10mm SMG I assume?), the formula is:
  • ToHit = Skill + (PE-2)*8 - Range*4
I wrote a long list of formulas/steps about how the game calculates ToHit change for different conditions from the pseudocode and verified them in game by myself, but it's in Chinese and I haven't found time to translate it to English.
 
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So you are saying that hit chance is different for specific weapons? I thought it was only affected by weapon perk (if any), player stats and lighting.
For example Weapon Accurate and Weapon Long Range give flat accuracy bonus (20% and 40%?)
And Weapon Scope Range gives accuracy bonus depending on perception + accuracy reduction on close range (due to scope).
Weapon Night Sight removes (or reduces) lighting penalties.

You can see which weapon has which perk (only 1 per weapon, or none) using f2wedit.

Not sure how exactly perception, skill and lighting/distance are used in the formula.
 
Don't forget that .223 has an AC modifier while 10mm does not.
 
RP doesn't change anything about ToHit formulas, and the formula on the wiki is only partially correct. The actual calculations are much more complex.

For FO2 hunting rifle (without scope) or any weapon with Weapon Long Range perk, the base chance to hit formula before other modifiers like aimed shot and darkness penalties is:
  • If Range < (PE*2)-8, only available when PE >= 5:
    ToHit = Skill + PE*8
  • If Range >= (PE*2)-8:
    ToHit = Skill + (PE-2)*16 - Range*4
For SMG (10mm SMG I assume?), the formula is:
  • ToHit = Skill + (PE-2)*8 - Range*4
I wrote a long list of formulas/steps about how the game calculates ToHit change for different conditions from the pseudocode and verified them in game by myself, but it's in Chinese and I haven't found time to translate it to English.

Don't forget that .223 has an AC modifier while 10mm does not.

These two perfectly answer the question. At a distance of 1, there's 20% difference between the rifle and the SMG. The ammo adds another 20%.
Thanks guys :-)
 
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