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Topic: "Hidden" Mechanics Thread  (Read 8123 times)

Mars Sultan

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"Hidden" Mechanics Thread
« on: September 29, 2013, 10:08:16 pm »
The following information was found via a passing analysis of the 2238 source code. It is meant solely to inform, and not to suggest or demand changes nor to make any claims about game balance. If anyone finds any other juicy tidbits feel free to contribute to the thread.

ALL ABOUT CRITICALS

- Every damage multiplier on the critical table is actually bit-shifted 1 to the right, meaning it is divided by 2. I'm assuming this is because since the critical table is a huge array of integers, you can't have non whole numbers in the table (or they would just drop the decimal). So if you see values like 6, 7 and 8 in the critical table, in reality they are actually 3, 3.5 and 4 respectively.
- The Player crit table is not used by FOnline at all. The Player table was meant for you as the PC in the single player Fallout 2; this is probably because the textbox messages you received in the single player game for being critically hit were vastly different than everyone else. For you and other players the Men and Women critical tables are used.
- According to the Men and Women crit tables, critical bypasses largely only occur on critical rolls of 91 or more. Realistically this means that bypasses against players in a practical PvP setting are extremely rare if not impossible given their likely armor/traits/perks.
- Finesse has a "hidden bonus" of reducing the enemy's crit chance modifier on his armor by 25%, which stacks with the 50% from Right Between the Eyes in the case of helmets.
- Interestingly, everyone receives another "hidden" bonus chance to crit based on the results of their to-hit roll; a random number between 1 and 100 is subtracted from your to-hit value (your total hit chance after the formula on the wiki, clamped between 5 and 95). The difference between the random roll result and your to-hit is integer-divided by 10 then added to your critical chance. This means that a character with 1% chance to crit normally would in practice have anywhere between a 1% and 10% chance to cause a critical hit.

Example: You have 95% chance to hit. You shoot and your to-hit roll result is 50. The margin (95 - 50 = 45) is divided by 10 and the remainder removed, making 4. 4 is added to your total critical chance for that particular shot.

ALL ABOUT BURSTS

Bursts, with the exception of shotgun bursts, generally fire 3 volleys: center, left and right. This is to simulate a "cone" effect at range. There is an initial volley of rounds/6 which travels down the center, a left volley of (rounds+1)/3 that travels slightly off-center to the left, and a right volley of rounds/3 that travels slightly off-center to the right. The remaining bullets in the burst will go down the center in a second volley (rounds - rounds/6 - (rounds+1)/3 - rounds/3). The initial, left and right volleys are integer-divided and thus rounded down. However, the initial volley will always contain 1 bullet at minimum. This is more or less the vanilla burst behavior of FO1/FO2, adapted for FOnline.

The initial volley is necessary because without it you'll literally shoot under the legs of someone who's one hex away from you. Now, let's say you're aiming at someone far away but a critter is blocking the path (at range). The blocker will absorb the second center volley (total rounds - rounds/6 - (rounds+1)/3 - rounds/3) and the guy you're aiming at will take the initial volley (rounds/6).

At a range of one hex, the blocker would take both the center, left and right lines (rounds - rounds/6) and the guy you're aiming at would eat the initial volley (rounds/6). If you're bursting a target at one hex, it's reasonable to assume that all three volleys and therefore all bullets will connect with your target.

So, what does this mean in a practical fight? It means that even if your gun bursts 40 bullets, the expectation is that roughly 1/3 of the fired rounds will connect with the intended target at range, assuming no misses.

Example: The Avenger Minigun fires 40 rounds.
Initial Volley: 40/6 = 6.6667, rounded down => 6 rounds
Left Volley: 41/3 = 13.6667, rounded down => 13 rounds
Right Volley: 40/3 = 13.3333, rounded down => 13 rounds
Second Center Volley: 40 - 6 - 13 - 13 = 8 rounds

The Avenger Minigun bursts 6 + 8 = 14 rounds at a ranged target.

greenthumb

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Re: "Hidden" Mechanics Thread
« Reply #1 on: September 29, 2013, 10:56:31 pm »
amazing disclosure, nice work.

Strike

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Re: "Hidden" Mechanics Thread
« Reply #2 on: September 29, 2013, 11:14:25 pm »
Yeah, everyone just know this all already xD

paco

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Re: "Hidden" Mechanics Thread
« Reply #3 on: September 29, 2013, 11:16:26 pm »
10/10 would read again
<wimp> crucify apaco and paco for telling you how to use a computer and get on irc
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Struan

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Re: "Hidden" Mechanics Thread
« Reply #4 on: September 30, 2013, 03:30:29 am »
No, everyone does not know this already. Anyone new to the game or not interested in combing through codes wouldnt have such a clear picture of this. Nice idea and thanks for simplifying it for the rest of us.


vjekof

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Re: "Hidden" Mechanics Thread
« Reply #5 on: September 30, 2013, 03:39:02 am »
No, everyone does not know this already. Anyone new to the game or not interested in combing through codes wouldnt have such a clear picture of this. Nice idea and thanks for simplifying it for the rest of us.

you are wright .... because of that i made small wiki update on that topic.....  WIKI:Main Page->Character->Shooting (small letters below the pictures... "Also....")
HELP ME REPAIR WIKI IT IS HERE FOR YOU NOT FOR ME, HELPING ME HELP YOURSELF!!!!

gauvaran

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Re: "Hidden" Mechanics Thread
« Reply #6 on: September 30, 2013, 04:09:48 am »
Yeah, after reading some code, something about SE in 2238
- It is terrain related
- 10 RL Hour CD for each SE
- High level is more chance (0-23, 8-47...)


SecretBunker Desert 10 Hour 1/18000 0-23
SecretTreasure Mountain Desert 10 Hour 1/18000 0-23
Howitzer Desert 10 Hour 1/18000 0-23
OldWarehouse City,Citycoast,Citybig 10 Hour 1/18000 8-47
OldFactory City,Citycoast,Citybig 10 Hour 1/9000 8-23
Hospital City,Citycoast,Citybig  10 Hour 1/9000 8-23
BusStop Desert  10 Hour 1/12000 4-23



paco

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Re: "Hidden" Mechanics Thread
« Reply #7 on: September 30, 2013, 10:50:53 am »
So if I'm level 48... I get nothing?
<wimp> crucify apaco and paco for telling you how to use a computer and get on irc
Quote from: Carl von Clausewitz
War is such a dangerous business that mistakes that come from kindness are the very worst.

gauvaran

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Re: "Hidden" Mechanics Thread
« Reply #8 on: September 30, 2013, 11:11:40 am »
So if I'm level 48... I get nothing?
48 > Random(8-47), you always pass this check.

Perteks

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Re: "Hidden" Mechanics Thread
« Reply #9 on: September 30, 2013, 11:16:41 am »
It's 10 hours delay between special encs or you can found multiple times same special enc?

gauvaran

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Re: "Hidden" Mechanics Thread
« Reply #10 on: September 30, 2013, 11:27:14 am »
I think it's 10 hours delay. Your alt has to wait for 10 hour for encountering the same SE.
And as the check order, the SecretBunker  has a slightly greater chance than the SecretTreasure  and so on...

b__B

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Re: "Hidden" Mechanics Thread
« Reply #11 on: September 30, 2013, 11:28:06 am »
If you found a special encounter you will not find the same special encounter with the same character for the next 10 real hours. You can find other special encounters though.

The actual checks for special encounters are done every 5 seconds you move on the WM.
« Last Edit: September 30, 2013, 11:40:32 am by b__B »
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Perteks

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Re: "Hidden" Mechanics Thread
« Reply #12 on: September 30, 2013, 11:35:45 am »
Huh that interesting especially that check every 5s

b__B

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Re: "Hidden" Mechanics Thread
« Reply #13 on: September 30, 2013, 11:42:58 am »
It's every 5 seconds but you have to roll 1 on 18000-sided die ;) (and there are some other conditions beside that).
18000*5 seconds is 25 hours of constant traveling on the WM (this doesn't mean 100% chance to find it in that time though, but I'm not good with math).
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Kilgore

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Re: "Hidden" Mechanics Thread
« Reply #14 on: September 30, 2013, 11:44:53 am »
Special Encounters were changed in Reloaded so this:

If you found a special encounter you will not find the same special encounter with the same character for the next 10 real hours. You can find other special encounters though.

The actual checks for special encounters are done every 5 seconds you move on the WM.

and this

Yeah, after reading some code, something about SE in 2238
- It is terrain related
- 10 RL Hour CD for each SE
- High level is more chance (0-23, 8-47...)

SecretBunker Desert 10 Hour 1/18000 0-23
SecretTreasure Mountain Desert 10 Hour 1/18000 0-23
Howitzer Desert 10 Hour 1/18000 0-23
OldWarehouse City,Citycoast,Citybig 10 Hour 1/18000 8-47
OldFactory City,Citycoast,Citybig 10 Hour 1/9000 8-23
Hospital City,Citycoast,Citybig  10 Hour 1/9000 8-23
BusStop Desert  10 Hour 1/12000 4-23

has no use here.
Critical table and critical bursts were changed also.

Just saying to avoid confusion, all above is true for 2238, but not always for Reloaded.