Rolls for KO are only on Endurance. Sure, there is one on LK in the eyes (roll 91-100) but in the end there is also plain KO effect, without any rolls, so this roll only matters for armor baypass (as all LK rolls btw).
I already made post about critical hit power roll, so will not write it all over again, here it is if anyone is interested:
http://forum.fonline-reloaded.net/index.php?topic=5800.msg42953#msg42953Ok, but that's still some numbers that don't say much without some calculation, so here it goes:
LEGEND FOR TABLE IN PICTURES in spoilers:
ATTACKERS:
BASE ROLLS FOR ATTACKERS
ATTACKER #1
0 bonus + Better Criticals + Sniper Rifle
0 + 20 + 0 = 20
ATTACKER #2
5 bonus + Better Criticals + Sniper Rifle
5 + 20 + 0 = 25
ATTACKER #3
0 bonus + Better Criticals + Turbo Plasma
0 + 20 + 10 = 30
ATTACKER #4
5 bonus + Better Criticals + Turbo Plasma
5 + 20 + 10 = 35
*bonus - bonus to crit power from crafting/lockers
TARGETS:
ROLL MODS FOR TARGETS
EYES
#1 Armor
-10 = -10
#2 Armor + Armor bonus
-10 + -5 = -15
#3 Armor + Bonehead
-10 + -10 = -20
#4 Armor + Armor bonus + Bonehead
-10 + -5 + -10 = -25
#5 Armor + Bonehead + Men of Steel
-10 + -10 + -10 = -30
#6 Armor + Armor bonus + Bonehead + Men of Steel
-10 + -5 + -10 + -10 = -35
GROIN
#1 Armor
-10 = -10
#2 Armor + Armor bonus
-10 + -5 = -15
#3 Armor + Men of Steel
-10 + -10 = -20
#4 Armor + Armor bonus + Men of Steel
-10 + -5 + -10 = -25
*Armor bonus - bonus to crit power from crafting/lockers
Endurance of Target is equal 10 (that's more basically a must and max anyway, no point checking anything else).
In both EYES and GROIN in roll <71, 90> there is additional roll on EN-2, which means that with 10 EN there is 20% that this roll will be successful.
Since roll is made from range 0 to 100 than there is 20% that we will end in roll <71, 90> range.
20% * 20% = 4% for KO.
In both cases (EYES, GROIN) there is guaranteed KO effect in two strongest rolls, that is roll <91, 100> and roll <101+>.
So now it's only a matter of calculating bonuses to see what is our max possible roll and than:
chance for KO = (max roll - 90) * 1%
We add both those chances for final result (in one case first chance is equal 3% because our max roll value is on even covering all range <71, 90>).
TABLE FOR CRIT ROLL VALUES
*E#1 is specified in TARGETS spoiler under EYE #1
*G#1 is specified in TARGETS spoiler under GROIN#1
TABLE FOR CHANCE TO GET KO EFFECT FOR CRITICAL HIT
THIS IS ONLY CHANCE FOR CRITICAL SHOT TO CAUSE KO.
YOU HAVE TO REMEMBER THAT YOU HAVE TO SCORE CRITICAL HIT FIRST.
Maybe in the end few words about critical chance formula because I heard there were some questions about it too.
Critical Chance = {
+ base critical chance of character
+ (hit chance - random(1, 100)) / 10
+ bonus for aim shots
+ crafting bonus to crit chance from weapon
- armor base crit chance mod
- armor crafting crit chance mod
}
*base critical chance of character
http://www.fonline-reloaded.net/wiki/index.php?title=Critical_Chance* (hit chance - random(1, 100)) / 10
"hidden bonus" to crit chance, so if you have 95% chance to hit target than you should receive on average 4-5% crit chance bonus (it's rounded down after division)
*bonus for aim shots
http://www.fonline-reloaded.net/wiki/index.php?title=Aimed_Attack As you can see this bonus is dependent on attackers LUCK
((max bonus value) * (60 + 4 * LK)) / 100
* crafting bonus to crit chance from weapon
value from range <0, 5>
*armor base crit chance mod
Here base crit chance mod of armor/helmet is modified by:
- Finesse
- Right Between the Eyes
- Hit the Gaps
(check wiki for more info about them)
*armor crafting crit chance mod
value from range <-5, 0>