Accuracy rebalance

Rebalanced accuracy by reducing dispersion in guns/ammo to make the average character (8 stats and 4 skills) to be approximately identical in the old and new mechanics (equivalent to a total drop of 14 dispersion between the gun and ammo). Also updated NPC targeting logic to match the new mechanics and changed the information screens to no longer display PER and DEX "bonuses" (since they don't exist).

Strangely enough this actually makes the mechanics change a small buff to low skill players, though it is still a fairly large one on high skill players.

Ideally PER should enable better targeting of weak points vs. normal ones beyond your ability to not miss, this can probably wait until GlyphGryph's combat update however, as said system would most likely build on several things that are planned to be implemented with that.

Also there were a few guns/ammo that "zeroed out" due to the reduction in dispersion. When/if we ever get around to intensifying the resolution of dispersion beyond quarter-degrees, those weapons should be differentiated once more to help keep weapons different. For now there were only a small few of the upper end weapons that suffered from this, and I don't judge it to be too big of a priority (especially with .7 just around the corner).