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Even with high skill (say 90), there's still a fail chance. I imagine a theoretical 100 could fail, but again the possibility is remote. Not much need to push a skill past 90.
Don't know the usual number, the game has difficulty settings defined in:
const.DifficultyPresetsNew , which i think are set by the map designers.
None = 0
Easy = 30
Medium = 50
Hard = 70
Very Hard = 90
Always = 100
Impossible = -1 (will be checked before any other check and automatically fail the check).
On top of that there's an additional difficulty (which can be random):
additionalDifficulty = InteractionRand(20, "Lockpick") / 2
Which, if i'm not misreading the InteracterionRand function, should add up to 10 more points, as the maximum would be 20 and we half that.
Now the check itself first looks if the tool has a bonus for the skillcheck (it's a negative number, as it lowers the difficulty).
Vickies tool = -10
The-Sci-Fi Crowbar = -15
Everything Else = 0
Then it adds the Difficulty from above (so e.g. "hard" = 70; + additional Difficulty of 10 => 80).
Now it looks if the Merc got the MrFixit Perk, which gives a whopping 15 bonus and substracts that from the difficulty.
Mr.Fixit = -15
Now it does the SkillCheck(unit, "Mechanical", difficulty) - which has no roll and just looks if the Merc Skill is greater than the difficulty.
If you fail by more than 20 points then the lock will get blocked.
Hope i didn't misread anything, let us know if so.