Headshot

Post » Fri Feb 12, 2016 5:29 pm

Did they overnerf McCready head shot?


I had a ghoul biting my leg, 95 on all limbs and body, 59 on the head.


Seems like nerf and not fix.

(Ps4)
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Melung Chan
 
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Post » Fri Feb 12, 2016 10:36 am

How is it not fixed? In the engine the perk was supposed to increase the headshot by 20% in the game engine it was actually set to 2000%

All they did was put it back to where it was supposed to be originally(20%) so yes it was fixed. Now your headshot percentages are based on perception and perks and how close you are to them

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Wayne Cole
 
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Post » Fri Feb 12, 2016 8:22 am

I maxed out MacCready's affinity over this past weekend and I have to admit that I did not really notice any increase in my headshot percentages.



I will probably have to target Trashcan Carla's head with both an old save and current save from a certain distance to see if I am actually getting a bonus from MacCready's perk.

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A Dardzz
 
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Post » Fri Feb 12, 2016 8:16 am


Different saves won't carry different patch effects. The old save will have the fix to the perk in it.



Only way to test would be to do so on an unpatch version of the game.

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Markie Mark
 
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Post » Fri Feb 12, 2016 1:59 pm



I think he means to test if the 20 percent is actually added at all with the new patch, since he's not noticing an increase.


Just make sure your perception/weapon/distance from Carla is the same with both saves and everything should be accurate?
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He got the
 
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Post » Fri Feb 12, 2016 8:20 pm

Honestly it's not that big of a deal. It seems mostly to have affected long range shots (you know, where you have like 30% on other body parts and 95% on headshots).



Query of the OP though: if a ghoul is actually gnawing on your leg, why don't you just hit it? I can't imaging lining up a headshot on something biting you would be easy in real life, why would it be in the game? And how would you not shoot your own leg?

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Emily Martell
 
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Post » Fri Feb 12, 2016 7:59 am

Keep in mind Killshot's 20% bonus isn't additive, it's multiplicative. So if your original headshot accuracy was 50%, Killshot would make it 60% (20% of 50) instead of 70%.

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Josh Trembly
 
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Post » Fri Feb 12, 2016 5:32 pm

Just to be clear, said ghoul was at my feet. Point blank and still not even 60%. I think the value has been either totally negated, or is in the negative.
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victoria johnstone
 
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Post » Fri Feb 12, 2016 2:16 pm



That's not the way percentages work (mathematically). maybe it's programed that way, I have no way to tell. But in the real world you add all the percentages then apply them.
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Jack Moves
 
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Post » Fri Feb 12, 2016 9:10 pm

Actually that is mathematically accurate, go grab a calculator and put: 50 + 20% you'll end up with 60. :P

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Multi Multi
 
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Post » Fri Feb 12, 2016 10:21 pm


Yep.



Like I stated, I did not get MacCready's perk until this past weekend which means I never had the +2000% bonus. I just want to check if the 20% bonus is actually noticeable because I have not noticed any significant change in headshot chances. I figure a 20% bonus would be large enough to notice, but I could be wrong.

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REVLUTIN
 
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Post » Fri Feb 12, 2016 4:32 pm

get out of VATS and everything becomes 100 :)

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Mackenzie
 
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Post » Fri Feb 12, 2016 7:40 am



Yes but, that 50 is also a %. The equation should then be 50%+ 20%= 70%, then would be applied to the base.
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Sophie Payne
 
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Post » Fri Feb 12, 2016 11:16 pm

Not with my aim. It's closer to 0%. Unless I'm using a scope or a shotgun, apparently I couldn't hit the side of a Deathclaw from 5 paces.

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Sunnii Bebiieh
 
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Post » Fri Feb 12, 2016 9:50 pm


The perk reads: "The player character has 20% greater chance to hit an enemy's head in http://fallout.wikia.com/wiki/V.A.T.S.



Someone previously posted that VATS was a calculation of the total percentage of max damage that a hit would do. That is incorrect. It is stated as "When targeting a part, the screen displays a percentage of how likely the attack will hit the targeted area based on distance from the target, visibility of the targeted body part, and combat skill. The percentage of a hit cannot be any higher than 95%, so there is a small 5% chance to actually miss. A higher percentage does not equate to more damage done; for example, an 95% hit to the head will not do more damage than a 80% hit to the head. The readout also displays the overall condition of the body parts on the target. The bar will be empty when the limb has been crippled."



Therefore the damage is the same, it is just the percentage that increases.



I would assume that it would 50% + 20% for a total of 70% hit possibility, but the actual perk description is exceeding vague.



Does anyone have access to the code to be able to give a more definitive answer?

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Adam Porter
 
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Post » Fri Feb 12, 2016 11:29 am

It's like the joke, 3 guys and a hotel all over again.


Getting back on topic. Are the values correct after patch?


Because 59% at point blank seems awful low.
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Claire Jackson
 
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Post » Fri Feb 12, 2016 9:44 am

Accept it's not: you go to a percentage calculator and put in 50% + 20% and it gives you 0.6 which rounded to a percentage is 60% which I just said. So you don't get 70% at all. It's an increase of 10. In other words: 5% is 2.5 increase, 10% is a 5 point increase, 20% doubles so it's a 10 point increase. Do you not understand how the game calculates stuff?



Also fun fact the explosive bobblehead, which is a 15% increase, increases the explosive damage by 7.5 damage. I also believe it's less for explosive pistol or other weapons however.

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Michelle Serenity Boss
 
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Post » Fri Feb 12, 2016 2:40 pm

Today's lesson: addition vs multiplication

I lose hope for humanity that advlts need these concepts explained.
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Zach Hunter
 
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Post » Fri Feb 12, 2016 9:50 am


So it is a VATS only modifier. If you are close enough to your victim, then the chance would already be close to 95 so no point in this perk except for sniping. OP testing at point blank should still show 95 on head regardless of perk so question from him would be valid. Is it over-fixed?
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gary lee
 
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Post » Fri Feb 12, 2016 2:02 pm

So it's calculating off of base value rather than cumulative percentages. Makes sense. Obviously it's not calculating a percentage off a percentage.

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Cheville Thompson
 
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Post » Fri Feb 12, 2016 9:01 pm

Unless a limb is blocking the ghouls face. Why did you need to point out it's vats only? Please explain the scenario in which chance to hit head would affect real time combat.
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CxvIII
 
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Post » Fri Feb 12, 2016 11:59 am

Frankly, in real time combat, I'd just hit whatever I could get to. Who cares if it's the head.

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Miranda Taylor
 
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Post » Fri Feb 12, 2016 6:25 pm

From what I gathered from testing the raw damage with perks or the explosive bobblehead to see how much difference it would have. It's not 100% fool proof and i'm sure it's a bit more complicated but adding percentages isn't the same as multiplicative. In either event someone with the PC version will have to go more indepth as i'm positive i'm not entirely accurate here

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Elizabeth Davis
 
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Post » Fri Feb 12, 2016 11:33 am


Wait, so outside of VATS, all shots have exactly 100% chance to hit? I don't think that is how it works. Chance to hit is same either way. VATS is just letting you aim better.

Correct me if I am wrong..
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Paula Rose
 
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Post » Fri Feb 12, 2016 10:38 pm

Or, in my case, outside of VATS, all shots have a 0% chance to hit, but, hey...

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Stephanie Kemp
 
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