This is a part of upcoming sneak rework concept I was working on and those changes will probably be in game in few weeks.

**I'm posting it here to hear some thoughts from people who played sneak for long time**, since my experience as a sneaker is quite limited. We discussed that suggestion with balance team and it seem to be legit in our opinions.

**1. How sneak skill is defined?**Base sneak skill equals to character_sneak_skill - 50, so its 150 for 200 skill character.

Then it is modified for:

*- armors:*Leather Jacket +30

CLJ, CLC: +20

Leather Mk2, FLA: +10

*-conditions:*stealthboy Ghost perk if you're next to wall: +20

stealthboy Silent Walk perk if you're walking: +20

*-character perks:*New character perk for 18-24 lvl - Shadow, giving +30 sneak skill for sneak calculations

After that skill is reduced by weight penalty, which is a skill multiplier for each carryweight calculated as:

1 - 0.98

2 - 0.97

3 - 0.96

4 - 0.95

5 or more: (100 - carryweight^1.1) / 100

Here is the spreadsheet for quick refrence:

Well, lets look at some examples:

1)

**Light sneaker**: 200 skill, CLJ, 10 weight, Shadow perk: 150 (skill) + 20 (CLJ) + 30 (Shadow) = 200 base, multiplying for 10 weight: 200 * 0.87 =

**174 **final sneak value.

2)

**Heavy combat sneaker**: 200 skill, CA, 25 weight: 150 (skill) = 150 base, multiplying for 25 weight: 150 * 0.66 =

**99 **final sneak value.

3)

**Medium weight combat sneaker**: 200 skill, FLA, 20 weight, Shadow perk: 150 (skill) + 10 (FLA) + 30 (Shadow) = 190 base, multiplying for 20 weight: 190 * 0.73 =

**138 **final sneak value.

4)

**Sneakest waki user**: 200 skill, LJ, 5 weight, Shadow perk: 150 (skill) + 30 (LJ) + 30 (Shadow) = 210 base, multiplying for 5 weight: 210 * 0.94 =

**197 **final sneak value.

**2. How detection range is determined**Front detection for 150 sneak value is calculated as sightrange^0.6 * 2, here is the examples for specific sightrange:

- 39 sightrange: 18 hexes;

- 50 sightrange: 20 hexes;

- 75 sightrange: 26 hexes;

- 100 sightrange: 31 hexes;

- 130 sightrange: 37 hexes.

For any given sneak value detection range is calculated as (sightrange^0.6 * 2) * 150 / sneak_value ; so it is scaled from a base value of 150 in indirect proportion.

For above examples 1-4 of sneak value calculation lets check detection ranges for sightranges 39, 66 and 130:

1)

**Light sneaker** 174 sneak value:

- 39 sightrange: 15 hexes

- 66 sightrange: 21 hexes;

- 130 sightrange: 31 hexes.

2)

**Heavy combat sneaker** 99 sneak value:

- 39 sightrange: 27 hexes

- 66 sightrange: 37 hexes;

- 130 sightrange: 56 hexes.

3)

**Medium weight combat sneaker** 138 sneak value:

- 39 sightrange: 19 hexes;

- 66 sightrange: 26 hexes;

- 130 sightrange: 40 hexes.

4)

**Sneakest waki user** 197 sneak value:

- 39 sightrange: 13 hexes;

- 66 sightrange: 18 hexes;

- 130 sightrange: 28 hexes.

Some additions I forgot to add initially:

- System above implying comeback of sneak bypass penalty, which will be based on your skill value: the higher the skill the severe the bypass. It will be needed to add some drawbacks to rolling sneak all time on any combat character.

- Sneak bonus from armors will be reflected in new armor trait Stealthy giving +10 to skill per level.

- Battery capacity planned to be 30 minutes * weight_multiplier, so about 15 minutes at 30 weight and about 30 minutes at 1-10 weight.

- Stealthboy warmode planned with separate hotkey and next effect: -30% sightrange, +15% sneak, no battery drain change.

- At first simple stealth/reveal system to be used, then probaly will be suggested more elaborate system based not on reveal time but on dynamic change of sneak value.