Melee Attack

Melee attack affects your chance to attack in combat, the chance your opponent will successfully block/dodge your attack and increases your attack speed with a weapon by a slight amount.
1 attack | opponent attack difference gives 2.5% to odds of being the attacker in the next turn. 
(40 attack difference = 1+40*0.025 : 1 = 2:1, which means you have 66% chance of being an attacker and on average for each opponent attack you do 2.)
Your 1 attack over opponent's defense removes 1.5% chance of blocking from the opponent (base 70%).
Your 1 attack below opponent's defense adds 1.2% chance of blocking to the opponent.
1 attack adds 0.00152 to attack speed. (base 0.765)
Since attack increases "odds" it gets less valuable the bigger the difference is.
1 attack at 0 difference, increases attack chance by 1.234%(of 0.5) and decreases opponent's by the same amount.
1 attack at 20 difference, increases by 0.792%(of 0.5).
Max attack chance is above 200 skill difference.
FCS 2.14.2 attack chance factor tooltip incorrectly states double of the actual attack chance. Kenshi 1.0.65.
It can be increased up to 5 by using the Mk1 training dummy, 10 by using the Mk2 training dummy, and 15 by using the Mk3 training dummy.
Other XP modifiers
The XP gained is also effected by Stronger Opponent Logic. For every level of attack over your opponents defense (Or their Martial Arts if they are unarmed) you receive 4% less experience. This has a minimum XP multiplier of -90% or in other words, 10% XP achieved at 22.5 levels over your opponent. For every level of attack under your opponents defense (Or Martial Arts if they are unarmed) you receive 10% more experience. This has a maximum XP multiplier of +500%, or in other words 600% XP achieved at 50 levels under your opponent.
Examples of equipment you may use to reduce your attack to gain more experience through Stronger Opponent Logic
*[Rusted Junk] Holed Sabre/Foreign Sabre (-5) or [Rusted Junk] any Heavy Weapon (-7 Indoors penalty)
*Large Backpack/Traders Large Backpack (-10)
*Hive Prisoner Shackles (-15, chance to be instant KOed when you are hit, not recommended) Crab Armor (-10) or Samurai Armour (-8 and -15% DMG)
*Tin Can (-5)
*Duststorm (-10 at max strength)
**In total you could achieve -45 Att when using Hive Prisoner Shackles, Tin Can, in a max strength Duststorm wielding a Rusted Junk Holed/Foreign Sabre.
Category:Statistics