I was looking through the XML files to check dismember chances.
entityclasses.xml sets the base dismember chance at 5%.
<passive_effect name="DismemberChance" operation="base_set" value=".05"/>
progression.xml appears to add up to 45% (totaling 50%) at level 10 in an attribute.
<passive_effect name="DismemberChance" operation="base_add" level="2,10" value=".05,.45"/>
items.xml gives boosts to certain weapons.
(chainsaw and machete +100%)
<passive_effect name="DismemberChance" operation="base_add" value="1"/>
(to sledgehammer power attack)
<passive_effect name="DismemberChance" operation="base_add" value=".3" tags="secondary"/>
progression.xml gives perk boosts to sledge, club, stun baton, knuckles.
(sledge and club +50%)
<passive_effect name="DismemberChance" operation="base_add" level="4,5" value=".5" tags="head"/>
(knuckles +20%)
<passive_effect name="DismemberChance" operation="base_add" level="5" value=".2" tags="head"/>
(batons +20%)
<passive_effect name="DismemberChance" operation="base_add" level="4,5" value=".2" tags="attIntellect"/>
Based on these numbers, I would assume that the dismember chances would be:
150% machete / chainsaw
130% sledgehammer (power attack headshot)
100% club (headshot)
70% knuckles / batons
entityclasses.xml list Ferals with 0.7 DismemberMultiplier, and radiated+charged+infernal with 0.4 DismemberMultiplier.
Based on that, I would assume 150 x 0.4 = 60% chance to dismember with a machete / chainsaw against a radiated or above, 130 x 0.4 = 52% chance to dismember with a sledge to the face of those same enemies, etc.
But clearly that doesn't seem to be the case, otherwise we'd be dismembering everything with 1-4 headshots. So, how does it work and where is my math wrong here?
entityclasses.xml sets the base dismember chance at 5%.
<passive_effect name="DismemberChance" operation="base_set" value=".05"/>
progression.xml appears to add up to 45% (totaling 50%) at level 10 in an attribute.
<passive_effect name="DismemberChance" operation="base_add" level="2,10" value=".05,.45"/>
items.xml gives boosts to certain weapons.
(chainsaw and machete +100%)
<passive_effect name="DismemberChance" operation="base_add" value="1"/>
(to sledgehammer power attack)
<passive_effect name="DismemberChance" operation="base_add" value=".3" tags="secondary"/>
progression.xml gives perk boosts to sledge, club, stun baton, knuckles.
(sledge and club +50%)
<passive_effect name="DismemberChance" operation="base_add" level="4,5" value=".5" tags="head"/>
(knuckles +20%)
<passive_effect name="DismemberChance" operation="base_add" level="5" value=".2" tags="head"/>
(batons +20%)
<passive_effect name="DismemberChance" operation="base_add" level="4,5" value=".2" tags="attIntellect"/>
Based on these numbers, I would assume that the dismember chances would be:
150% machete / chainsaw
130% sledgehammer (power attack headshot)
100% club (headshot)
70% knuckles / batons
entityclasses.xml list Ferals with 0.7 DismemberMultiplier, and radiated+charged+infernal with 0.4 DismemberMultiplier.
Based on that, I would assume 150 x 0.4 = 60% chance to dismember with a machete / chainsaw against a radiated or above, 130 x 0.4 = 52% chance to dismember with a sledge to the face of those same enemies, etc.
But clearly that doesn't seem to be the case, otherwise we'd be dismembering everything with 1-4 headshots. So, how does it work and where is my math wrong here?