Specials Refresh Formulae (for Reference)
All based on current (Feb 2003) testings
Aimed Shot = (Recharge x 40) - (3 x AS skill/100)
Brawl = 15s
Burst = (Recharge x 20) + Burst Delay* - Burst skill/25)
Dimach = 1800s
Fast Attack = (Attack x 16) - Fast skill/100
Fling Shot = (Attack x 16) - Fling skill/100
Full Auto = (Recharge x 40) + Full Auto Delay** - FA skill/25
Sneak Attack/Backstab = 40 - Sneak Attack skill/150 (backstab is ~2x faster)
* Burst Delay = BurstRecharge/100. BurstRecharge can be found with Anarchy Mainframe
** Full Auto Delay = FullAutoRechage/100. FullAutoRecharge can also be found with Anarchy Mainframe
Determining Full Auto potential and damage:
Full Auto fires a number of bullets up to an amount equal to 6 +1 for every 100 Full Auto skill you have. No cap is known, and it seems to ignore weapon clip size.
Damage is equal to one normal shot per bullet with normal crit chance, less AC per shot as well. Hence weapons with high minimum damage are usually the best bets. Weapons with low minimum damage and damage range will tend to suck.
Each bullet has its own to hit roll much like a normal shot. Once one bullet misses, all successive bullets will automatically miss.
Determining Aimed Shot potential and damage
Aimed Shot will do max damage modified by a multiplier. It ignores AC.
Starting with Aimed Shot skill of 95 (not 100% verified), you should be able to crit with Aimed Shot. From there, every 95 points of Aimed Shot will increase your maximum multiplier by one (so 665 AS will have a max modifier of 7). No cap is known.
Multipliers factor in after all other damage mods. Defenses check after the final damage is determined (only layers, and reflects in the case of Aimed Shot - damage debuffs count as damage mods).
The multiplier is charted on a curve based on your Aimed Shot skill. The curve begins heavily weighted to the 1x multiplier at lower values. Around the 6x multiplier, 2x becomes more prevalent. Target DMS seems to have no affect on the multiplier at all.
Your Aimed Shot damage range will be MaxWeaponDamage to MaxCritDamage*TopMultiplier. Ex. if your weapon's normal damage range (after AMS) is 200-900 (1500) and you have up to a 6x multiplier, your AS will range from 900 to 9000 damage. Non crits would cap at 5400, and any crit AS will not be less than 1500. Remeber that damage buffs are multiplied.
Note on Sneak Attack and Backstab
Sneak Attack and Backstab both use the same multiplier mechanic as Aimed Shot. Sneak Attack ignores AC like Aimed Shot, but on a non-crit it rolls damage normally. Backstab is like a Sneak Attack except it is fully affected by AC.