The temporary bandit/creature combat equations have been modified today to something more permanent for ground combat.|
The specific modifiers of each aspect of the equation may yet change as this is tested against bandits and creatures, but combat now uses your Dexterity skill versus the opponent's Dodge (in addition to a random factor) to determine whether each shot of your weapon hits or misses.
Your appropriate weapon skill for the type of weapon you are using increases the damage of each shot fired (although ordinarily the damage will not exceed the maximum for the weapon). Additionally, your weapon skill level for your weapon gives you a (Skill*2)% chance of a critical hit on your opponent, which doubles the damage output of that hit (and can exceed weapon max damage).
Lastly, weapons will now always fire their maximum number of hits.
(For those interested, the old temporary equations used Perception and Weapon Skill versus Dodge (with random factors) to determine hits, and no modifier for weapon damage existed, nor was Dexterity in use.)
Although as of right now the rules pages have not yet been updated to reflect this, these new equations are already in effect. Please bear in mind that weapon stats will be reviewed and potentially adjusted as needed in the future, as a result of these changes.
Syn Edit: XP has been adjusted as well, and is now received based on amount successful hits (hits that are not dodged), rather than number of shots fired. The maximum per round remains 40.
Syn Edit #2: After monitoring hits and misses in bandit combat, Weapon Skill has been added into the hit equation, at half the value of Dexterity. This will improve the usefulness of weapon skill, as well as allowing for an additional means of boosting one's weapon accuracy against opponents.