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If you want to check if the % is accurate with any sort of reliability you would need a sample size of a thousand at the very least (And even that is still considered a small, and inaccurate, sample size for stuff like this).
Also, depending on how the RNG is generated in the game, reloading a save over and over might not work (For example, the RNG can be generated using a seed, the same roll would then result in the same result over and over no matter how much you reload the save).
I am fairly certain it was broken with burst fire prior to the last big patch. Where the lower hit numbers had a much higher rate than it was showing.
Because for burst attacks, accuracy does not determine chance to hit target. Instead, it governs how many bullets travel along the central trajectory (as opposed to deviating left or right of it).
Yep. Can confirm. I stopped looking at chances and damage calculations altogether. I even dont bother to look at the log anymore since its unreliable. I've missed all 8 shots on a 95% hit chance burst fire and hit a 0% hit chance on my allies one to many times. Now I just use 'negate ally damage' talents (like controled fire) and I dont care about any modifiers at all.
It should be like that, but it aint. Unless 'the deviation' is 100% chance to hit my ally on the head. Or it's reversed: 0% means 100% and 95% means 0%.