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So if I lower the preception of my target that improve the chances of a successful stealing?
I guess getting the NPC drunk would have a similar effect, right?
Thanks!
But steal 92% is quite low tbh.
You need roll against target where is several variables in formula - target steal skill, perception of people that can see you, big penalty if you try steal face-to-face and penalty by size and weight of object. (so btw you can actually raise your chances by stealing from behind or by use alcohol on target to lower his perception - this btw works for his reaction range too - like cabinets he guards or if he involve to combat. Just dont expect it to be gamebreaking as other variables still remain)
So it can be easily something about 60% you roll against (just wild tip/example.. can be different) so you chances are only about 30% in such case and your skill.
Other than that - I know steal is good source of many things including eg. valuable/early weapons - but I personally never use it.. evne if your skill will be high (120+) it is still unnecessary savescumming:-) Even with minimal barter (main is 16% in current playthrough so I have Idea:-) there is no shortage of money - there is plenty random encounters with various bandits etc. that net you so much weapons you will have issue to bear it all more to sell for something usable (eg. between Den and Vault city is lot of groups of raiders and highwaymens that have even hunting rifles, smg and shotguns on them - and you can often encounter them while fighting against each other or caravan.. or slavers.. I would rather spend time in those raider hunting than reloading for fail pickpocketing:p
edit: who is your target that has super perception? perhaps barter for whatever is heavy with chems, then steal the chems.
No one in particular, I was just testing to see what it would require to make stealing reliable. Even planting/stealing broc flowers on the geckos in Arroyo would fail maybe ~20% of the time regardless of how high I pumped up the skills.
function is_steal_success(thief, mark, item)
{
chance_mod = 1 - steal_counter
if (!has_pickpocket_perk(thief))
{
chance_mod -= 4 * item_size(item)
if (is_standing_in_front(thief, mark)
chance_mod -= 25
}
if (unknown_8bit_property_of(mark) & 3) // couldn't deduce this condition yet
chance_mod += 20
success_chance = steal_skill(thief) + chance_mod
if (success_chance > 95)
success_chance = 95
if (thief == player && is_party_member(mark))
roll_result = CRITICAL_SUCCESS
else
roll_result = roll_vs_skill(success_chance, stat_critical_chance(thief))
if (roll_result == CRITICAL_SUCCESS)
return true
if (roll_result != FAIL)
{
if (is_critter(mark))
catch_chance = steal_skill(mark)
else
catch_chance = 30 - chance_mod
mark_roll_result = roll_vs_skill(catch_chance, 0)
}
else
{
mark_roll_result = SUCCESS
}
if (is_success(mark_roll_result))
return false
else
return true
}
steal_counter is number of steals during same attempt
So it seems that penalties are only for steal from front of victim and size of item and number of tries in attempt and friend/foe does not matter at all.
Everybody leave all the geckos...alone.
Alright, fine, no need to nag me about it! I guess I'll just go back to shooting Sulik a bunch of times.