Critical Chance Bonuses in Ranged Combat

ocelot

It Wandered In From the Wastes
I have two very specific questions. First, it is suggested here that the critical chance of an aimed shot is equal to the player's base critical chance plus a bonus that is the inverse of the chance to hit penalty for that body part. Thus, a successful eye shot taken by an average character of 5 Luck, would have a critical chance of 5% + 60% (since the chance to hit penalty for Eyes is -60), amounting to 65%. Can anyone verify this?

Second, are there general bonuses to the critical chance of ranged attacks, aside from the More Criticals perk?

My limited "dataset" suggests that there are, but I don't know how they are determined.

I recently did some experimenting of the noncritical damage of several burst weapons and found that there were quite a few more criticals than the character's base critical chance of 10% (due to 10 Luck) should grant. The player character's Skill was 300% in both Big Guns and Small Guns.

Here's the summary:

The FN FAL scored 18 critical hits in 118 bursts (15.3%)
The HK CAWS scored 17 critical hits in 117 bursts (14.5%)
The Bozar scored 31 critical hits in 231 bursts (13.4%)
The Vindicator also scored 31 critical hits in 231 bursts (13.4%)
The Avenger scored 30 critical hits in 230 bursts (13%)
The H&K G11 scored 12 critical hits in 112 bursts (10.7%)
The FN FAL HPFA scored 11 critical hits in 111 bursts (9.9%)

Altogether, 150 criticals were scored with 1150 bursts, for a total critical rate of a bit over 13%.

I don't know statistical math, but this excess of criticals compared to the critical chance of 10% seems too large to be the result of random variation.

Hence the question: Is there some extra bonus to the critical chance of ranged attacks, derived from the Skill of the character?

Or, is there a weapon-specific bonus to the unaimed critical chance?

Or is there a bonus to the unaimed critical chance that is derived from somewhere else?

Has someone dug into the executable, or looked into the source code, to find out?

My own tentative hypothesis, based on the data above, is that there might be a +1% bonus to critical chance for every 100 points of weapon Skill, resulting in a maximum critical chance bonus of +3% with a Skill of 300%. But it's just a hypothesis.
 
Thanks.

Let CRITCHANCE be a total critical chance bonus (for the players it’s a sum of Luck, the Finesse trait
bonus which is either 0% or 10%, 5% for each level of More Criticals perk and aimed shooting to-hit penalty

This seems to confirm that indeed the critical chance equals your Luck + (possible critical chance boosting perks) + (the targeted bodypart's chance-to-hit penalty inverted).

The limited math unit of by brain cannot make sense of the following though:

The chance for a hit to be upgraded to a critical hit is then( CRITCHANCE + Trunc (( TOHIT − RND )/10))%.

If it essentially says the same thing that was stated verbally above, fine. If it says something else, what?
 
The limited math unit of by brain cannot make sense of the following though:
The chance for a hit to be upgraded to a critical hit is then( CRITCHANCE + Trunc (( TOHIT − RND )/10))%.
If it essentially says the same thing that was stated verbally above, fine. If it says something else, what?
No, it didn't say the targeted body part gives a critical chance bonus that equals to the inverse value of its ToHit penalty.
If your ToHit chance is 95% (since your skills are 300%) and it's a hit, the actual critical chance is 10~19% according to the formula.
 
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Does this mean that every successful hit whose chance to hit was 95%, always gets a bonus to its critical chance? A bonus that is 0.1 x (95 - (RandomNumberBetween1and95) ?
 
Does this mean that every successful hit whose chance to hit was 95%, always gets a bonus to its critical chance? A bonus that is 0.1 x (95 - (RandomNumberBetween1and95) ?
Yes, and the bonus only take the integral part, e.g. (95-1)/10 only gives 9% bonus.
 
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