Commando Archive
Thread: skill mods
ForumBrdr091870 wrote:its all about dice. basically when you shoot you get a random number based on your accuracy and other mods. this number is then compared with the mod numbers of the person your shooting. if your higher you hit, if not you don't.don't know about calculations cause it changes vastly depending on who or what your fighting
he is correct, good synopsis, couldn't have said it better =)
Unfortunately, there are many variables, including player skill mods, some of which stack (and some of which don't), range to target, and weapon-specific quality modifiers to range. Consequently, I'm going to be as unhelpful as everyone else so far, and mumble that "It's really complicated, and I don't know either."
To the original poster: What you really want to know is undocumented at best, and can probably only be reverse-engineered through taking 100 shots at a gnort, seeing how many times you hit, switching templates, taking another 100 shots at a gnort, and so on. Then repeat the experiment with 100 shots at a creature other than a gnort. And so on.
Part of me says that the devs really should explain this as part of the in-game documentation. The other part of me observes the number of skill attachments for skills that no longer exist (or never existed) in the game, and concludes that the development team probably doesn't know either.