Flee calculations when pointing weapons at NPCs are defined as:Flee Chance = Floor((Player Weapon Damage + 5 if the player has Terrifying Presence) - NPC Weapon Damage) / Total Damage)) * 100
In plain english, the percentage chance of flee is expressed as a capped percentage of the difference between the Player and NPC's weapon damage with a flat bonus of +5 Player Weapon Damage for having the Terrifying Presence perk.
This ensures that the current NPC's weapon is always taken into account and that larger weapons still strike fear into them. For example, NPCs won't flee if their current weapon outclasses the players or matches it, but if the player's weapon greatly out-damages the NPC's - the cap is consistently hit.
An upper cap is still enforced by default to prevent large weapons more-often than not causing enemies to flee, In reality it might make sense, but for the sake of balance I've taken the decision to add a cap.
Sample calculation, with terrifying presence, hitting the % Cap:iFleeCap = 25%
PlayerWeaponDamage = 45
NPC Weapon Damage = 10
FleeChance = ((45 + 5) - 10) / (45 + 5 + 10) * 100
FleeChance = (Min, 25(Floor(66.666))
FleeChance = 25%
Sample calculation, with terrifying presence, not hitting the % Cap:iFleeCap = 25%
PlayerWeaponDamage = 15
NPC Weapon Damage = 13
FleeChance = ((15 + 5) - 13) / (15 + 5 + 13) * 100
FleeChance = (Min, 25(Floor(21.212))
FleeChance = 21%
The cap can be removed by seeting iFleeCap to 100.
Flee Calculations
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