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As for completing Brahmin Wood solo on Insane + Tough Guy, I can confirm that 8 STR, 10 END, 10 AGI makes it rather doable at about 50% completion, provided you dance around at mid-range until the enemies reload, at which point you just rush in and do the 1-3 hit punches which maim/kill them in less than 2 seconds.
I'm quiet capable of identifying a critical attack thanks to the log. And yes it does create a massive number of crits. Test it out yourself, its easy to do.
[https://hydra-media.cursecdn.com/fallout.gamepedia.com/7/74/Fallout_2_manual.pdf]
Primary Punch Attacks
=================
Strong Punch
Effects: +3 damage
AP Cost: 3
Requires: Unarmed 55%, Agility 6
Hammer Punch
Effects: +5 damage, +5% critical chance
AP Cost: 3
Requires: Unarmed 75%, Agility 6, Strength 5, Level 6
Haymaker
Effects: +7 damage, +15% critical
AP Cost: 3
Requires: Unarmed 100%, Agility 7, Strength 5, Level 9
Secondary Punch Attacks
====================
Jab
Effects: +5 damage, +5% critical
AP Cost: 6
Requires: Unarmed 75%, Agility 7, Strength 5, Level 5
Palm Strike
Effects: +7 damage, +20% critical, armour piercing
AP Cost: 6
Requires: Unarmed 115%, Agility 7, Strength 5, Level 12
Piercing Strike
Effects: +10 damage, +40% critical, armour piercing
AP Cost: 8
Requires: Unarmed 130%, Agility 7, Strength 5, Level 16
Primary Kick Attacks
================
Strong Kick
Effects: +5 damage
AP Cost: 4
Requires: Unarmed 40%, Agility 6
Snap Kick
Effects: +7 damage
AP Cost: 4
Requires: Unarmed 60%, Agility 6, Level 6
Power Kick
Effects: +9 damage, +5% critical
AP Cost: 4
Requires: Unarmed 80%, Agility 6, Strength 6, Level 9
Secondary Kick Attacks
==================
Hip Kick
Effects: +7 damage
AP Cost: 7
Requires: Unarmed 60%, Agility 7, Strength 6, Level 6
Hook Kick
Effects: +9 damage, +10% critical, armour piercing
AP Cost: 7
Requires: Unarmed 100%, Agility 7, Strength 6, Level 12
Piercing Kick
Effects: +12 damage, +50% critical, armour piercing
AP Cost: 9
Requires: Unarmed 125%, Agility 8, Strength 6, Level 15
And I have played this game for many hours too. F1 and F2 too if you want to know.
I know how unarmed works, I have played several chars like that and I can tell you even with 10 luck and finese I would not get this crazy amount of crits on lvl 1 with <100% unarmed skill.
In 19 melee attacks with Jinx: 6 of them were crits, 13 of them were not. This was with all SPECIAL at 5 except AGI 10. Emprical crit% was 31.6%.
In 15 melee attacks without Jinx and same SPECIAL: 6 of them were crits, 9 of them were not. Emprical crit% was 40%.
Therefore, I reject your hypothesis that Jinx provides a crit bonus.
These attacks were performed on the exact same enemies.
Do you have a math explonation for such high numbers?
I mean crit is roughly luck + perk boni + ~hit chance/20 + finese +special attack mod
(If not performing aimed attacks which I did not do)
Wich in the case of my test char would be 2 + 0 + 4~5 +0 +0 = 6~7% crit chance.
I definetly saw at least one case of three crits in a row and if your numbers are correct I wonder where the difference comes from.
It's commendable that you're doing this research. I'm hoping that we can discover what this trait actually does! I assume it does what it says, but I honestly can't say. I just know that the numbers didn't appear to alter the crits. Remember, it's important to have a control group like I did. One where everything is the same except the thing in question.
Thus, if you're in HtH range, you are virtually guaranteed to get hit on the insane difficulty, so this would only hurt your party. If you're playing solo, then it wouldn't do anything.
BTW, if you're doing HtH, my personal recommendation would be to take Kamikaze. Nevertheless, that is beyond the scope of this discussion. But still, that's assuming you don't intend to take HtH Evade and Dodger perks which could make it more viable to care about AC.
If you test it out on your own party members, for example, you can place say Stitch like 20ft away. Place him right at the threshold where your accuracy is where it should be (i.e., the skill - the AC) and then move in closer from there. You'll see that your accuracy actually goes above what it should be. It is within this range that I am seeing my critical hit chance gradually go up. Now, as I said, I have tons of experience with exploiting this, because in my videos I deliberatly explain that you want to stay out of this critical threat range, because it's almost certain death otherwise.
The idea of Jinxed is that it will not cause critical hits, but will make critical fails way more likely. I cannot say for sure what the % is in Tactics but in FO2 it turned any miss into a coin flip (50%) chance to critical fail. Here is a list of critical fails from FO2 it should not be that much different in Tactics. If anything they would probably slightly change a variable not rework the code completely.
http://www.nma-fallout.com/threads/critical-failures-tables-fallout2-exe.188045/
From my own playtime I can say that I've only ever seen a broken weapon a handful of times. Which the repair skill can fix!
As for the distance range modifiers jdmazz is talking about, weapons themselves have perks. I know it is not quite the same as FO2 but it is close.
http://fallout.wikia.com/wiki/Fallout_2_perks (scroll down to weapon perks)
In Tactics it seems to me that most weapons either fall into the Weapon Long/Scope Range or "Assault" category. There is not a specific perk for the type I simply refer to as "Assault" but in the weapon code itself they gain increased to hit % when under 5 hexes from the target and the closer the more % gained. This can be easily tested by running stich up to an enemy with the shotgun or MP5 and watching the % rise. From that list specifically I do notice that in Tactics the 9mm Mauser does not actually get the +20% to hit like it does in FO2 even tho it still says highly accurate in its description. I think it is just an assault type in Tactics.
It is also very possible that they made melee weapons stonger, with the possible increased critical chance, because of the combat focus of this game, but I have not done much melee testing myself.
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1 is a crit, 0 is not a crit.
This comes out to be 28%. Mick has a crit% listed as 4%. Note that 50 trials above are not really adequate to nail it down completely, but I'm adding this data to the mix.
I have an idea what is going on. At least one tiny hope to understand those numbers.
First let me state that I was wrong with my post about jinxed at the start as I was 100% sure that the difference in crit rate must come from jinxed which as it seems is not the case.
Right now I do not have access to my game for some time and as such I would ask you to do a little test for me.
My findings were made with CTB combat and I'm suspecting yours too. Could somebody repeat those tests with classic turn based mode?
There is no way that ~30% crit rate for lvl 1 unarmed char is intended and I have an idea that this is an effect from ctb and modern machines. Maybe there is some kind of compounding of chances happening in the background while in combat.
I played the hard copy version of the game many years back and I played a lot of it and I'm 100% sure that this high crit rate was not a thing back then.