[F1]Few questions to more experienced players

1 more: I deduce from what I read here skill levels (I mean the percentage ones) define only the chance of hitting target (other factors like distance etc concerned), right? Therefor there's no use to make unarmed or melee over 100% since the range is 1-2 hexes?
 
Well, if you decide to go with either one of these skills as your primary fighting skill, you still need to go pump as much points in it as possible. Remember that your chance to hit is not only dependant on your skill and distance between you and the target, but also on the Armor Class of the creature you're trying to hit.

I think it goes without saying that the farther you get in the game, the more AC your foes will have.
 
wjelo said:
1 more: I deduce from what I read here skill levels (I mean the percentage ones) define only the chance of hitting target (other factors like distance etc concerned), right? Therefor there's no use to make unarmed or melee over 100% since the range is 1-2 hexes?

Technically, yes, but consider that it isn't just "skill percentage - range" to calculate to hit chance. Let me put it this way...

For ranged weapons the basic computation goes like this:
BTH = (Skill - 30%) + (PE * 8) - (HEX * 4) - (AC of Target) [- 10% at night if HEX <= 5]

Once your BTH is determined, the following computation can be made;
TH = BTH - (ST modifier) - (targetting modifier) + (weapon BTH modifier) + (40% if target is lying down)
(ST modifier only applies if you're too weak to hold your weapon, weapon BTH modifier is limited, applies to shotguns, sniper rifles, Lugers)

For melee weapons the basic computation is:
BTH = (Skill%) - (AC of Target)
TG = BTH - (ST modifier) - (targetting modifier) + (40% if knocked down)

However, off the top of my head, raising melee skill to roughly 120% will be enough to guarantee targetting hits, maybe a slight bit more if you want to make constant targetted hits, but I don't think I usually had melee weapon skills above 125%.
 
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