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By base, the primary hand and weapons wielded at least in part with them is the attack that is guaranteed to be made by a creature when bump-attacking; the offhand has only a 15% chance to make an attack by base. | By base, the primary hand and weapons wielded at least in part with them is the attack that is guaranteed to be made by a creature when bump-attacking; the offhand has only a 15% chance to make an attack by base. | ||
The [[Dual Wield]] tree increases the chance of offhand attacks made with the regular offhand only (and certain additional offhand slots that exclude mutated limbs and robotic arms - see [[Offhand]]). [[Flurry]], however, makes use of all available weapons wielded in any slot ( | The [[Dual Wield]] tree increases the chance of offhand attacks made with the regular offhand only (and certain additional offhand slots that exclude mutated limbs and robotic arms - see [[Offhand]]). [[Flurry]], however, makes use of all available weapons wielded in any slot ([[Stinger]]s being an exception due to technically not being true weapons). | ||
[[Stinger]]s have a 20% chance of hitting whenever a regular melee attack is made; however, other limbs will never hit when the "Sting" action the mutations grant is used. | |||
{{favilink|Helping hands|Helping hands}} and weapons wielded in them have a static 8% to attack, which is not modified by the Dual Wield tree. | {{favilink|Helping hands|Helping hands}} and weapons wielded in them have a static 8% to attack, which is not modified by the Dual Wield tree. | ||
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A [[Bilge Sphincter]] has a static 15% chance to attack. | A [[Bilge Sphincter]] has a static 15% chance to attack. | ||
If an offhand weapon should ever have over a 100% chance to attack, it is guaranteed to attack once for each 100% and may also make an additional attack based on how much is left over. For instance, a character with [[Offhand Strikes]], [[Ambidexterity]], and [[Jab]] who is offhand wielding a short blade will have a 110% chance to attack with it. This guarantees one attack, and there is an additional 10% chance to immediately attack again.{{Code Reference | class = Combat | method = FireEvent | case = "PerformMeleeAttack"}} This bonus does not apply to primary weapons, which always attack exactly once. | |||
== Hit Roll == | == Hit Roll == | ||
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= Critical Hits = | = Critical Hits = | ||
{{main|Critical hit}} | {{main|Critical hit}} | ||
If the initial | If the initial {{Dice tooltip | 1d20}} roll that is part of the attacker's [[#Hit_Roll|hit roll]] is a natural 20 (or if the weapon has the [[masterwork]] mod and the Hit Roll is a natural 19 or 20), the attack is considered a critical hit. Critical hits have the following special qualities: | ||
* A critical hit always hits the target, even if the total Hit Roll is not greater than the target's DV. | * A critical hit always hits the target, even if the total Hit Roll is not greater than the target's DV. | ||
** This ensures that any attacker always has at least a 5% of hitting the opponent and applying on-hit effects. | ** This ensures that any attacker always has at least a 5% of hitting the opponent and applying on-hit effects. |