8,290
edits
(updates for latest patch) |
mNo edit summary |
||
Line 16: | Line 16: | ||
** Long Blades get a +2 bonus to penetration (even if this would exceed the weapon's penetration cap) | ** Long Blades get a +2 bonus to penetration (even if this would exceed the weapon's penetration cap) | ||
* The tinkering mod [[masterwork]] reduces the 1d20 roll needed to achieve a critical hit by 1. With no other modifiers, this enables scoring a critical hit on a roll of 19 or 20, for a total critical hit chance of 10%.{{Code Reference|class=ModMasterwork}} | * The tinkering mod [[masterwork]] reduces the 1d20 roll needed to achieve a critical hit by 1. With no other modifiers, this enables scoring a critical hit on a roll of 19 or 20, for a total critical hit chance of 10%.{{Code Reference|class=ModMasterwork}} | ||
*[[Weak Spotter]] also reduces the 1d20 roll needed to achieve a critical hit by 1. With no other modifiers, this enables scoring a critical hit on a roll of 19 or 20, for a total critical hit chance of 10%.{{Code Reference|class= | *[[Weak Spotter]] also reduces the 1d20 roll needed to achieve a critical hit by 1. With no other modifiers, this enables scoring a critical hit on a roll of 19 or 20, for a total critical hit chance of 10%.{{Code Reference|namespace=XRL.World.Parts.Skill|class=Pistol_WeakSpotter}} When combined with [[masterwork]], this results in a total critical hit chance of 15%.{{Code Reference|class=ModMasterwork}}{{Code Reference|namespace=XRL.World|class=GetCriticalThresholdEvent}} | ||
*[[Beacon Fire]] requires the target to be flaming, luminous or phosphorescent, but guarantees a critical hit with rifles or bows when used | *[[Beacon Fire]] requires the target to be flaming, luminous or phosphorescent, but guarantees a critical hit with rifles or bows when used | ||
*[[Dead Shot]] doubles the PV bonus of crits made with pistols from +2 PV to +4 PV | *[[Dead Shot]] doubles the PV bonus of crits made with pistols from +2 PV to +4 PV |