Edit: Sorry this turned into such a well-fortified wall of text.

And if anyone does actually read the entire thing and sees anything they know or even suspect to be wrong, please bring it up. Everything but the numbers and other mechanics (hitreactions, RankBonuses, etc.) are purely speculation
I've never looked into it or tested, so I don't have a full/complete answer for you, but a few numbers and some "educated" speculation. According to biogame.ini, the base stun chance without upgrades for SP Disruptor Ammo is 1.0 (100%), +0.15 (15%) with r2 (RankBonuses[1]=0.15f, where [1] is the number of upgrades
after taking the skill initially at r1, used for guaranteed, single option upgrades the player will receive at r1=[0], r2=[1], r3=[2]) and r6 +0.25 with the rank 6 stun chance evolution. The MP Disruptor Ammo I / II / III chances are 1.0 / 1.4 / 1.8.
Being a % chance but having a base value of 1.0 (i.e. 100%), it is undoubtedly modified (or it would stun/freeze/chill on every single hit using any weapon on every type of enemy). There is one most likely candidate for this, being that it's reasonably balanced for a very similar purpose already, is different for each enemy, and decreases (makes it less effective) for each higher level of difficulty (SP and MP both).
As part of each enemy's unique values/properties for each difficulty level, they have a modifier which normally modifies the chances of the various hit reaction types. These normal reactions are a light/normal reaction, a medium/stagger, and a heavy/knockback, which each have their own chances on different weapons/weapon types. These can be range-limited to short/medium/long (or not limited) range, for each body part, each with its own chance of light, medium, and/or heavy reactions and order of processing. Some things, like the Disciple for example, have a 1.0 reaction chance of heavy on all body parts (but "rolled for" last, I believe. haven't tested to be sure, though). But you'll notice in-game, the Disciple does not have a 100% knockback/stagger rate. This is because the hitreaction chances are modified (multiplied) by each enemy's unique stat, "HitReactionChanceMultiplier."
I would fairly confidently guess that Disruptor and Cryo Ammo's 1.0+ chance to stun are modified by this same HitReactionChanceMultiplier. This is balanced already so that the "stronger" enemies are less likely to be knocked back or (presumably) stunned/frozen/chilled, while mooks with their ~100-75% modifiers are much more likely to be stagger/knocked back and stunned/frozen. BUT there's a chance it could also based on the weapon's/weapon type's unique hit reaction chances (disruptor/cryo being a 1.0 or higher, it would either have the same chance as a normal/stagger/knockback reaction, or be a higher chance/more common than hitreactions with the same weapon). It could possibly even be that ONLY the weapon hitreaction chances modify the stun/freeze chance, which would make it so different weapons have different stun/freeze chances but every enemy (be it Assault Trooper or Atlas) would be stunned/frozen/chilled at the same rate (assuming they have the same body parts

). I would probably guess it might be both modifiers (HitReactionChance and that weapon/body part/range's unique chance for a hitreaction), but I've never paid too close attention to it, so if it's fairly high, probably only one of them.
I just got home from a 4-hour class so my brain is not at its peak right now, so if anyone else wants to test right away, here are some ideas/numbers that might help. I would still strongly suggest looking up values yourself to be certain, and might want to pick something a bit tougher to test on (that won't die quite as easily from most weapons). Shotguns have high hitreaction chances for most/all body parts AND proc on every pellet if I'm not mistaken, so they are probably a bad choice for testing with. I may very well be overlooking some glaring logical flaw here, it's more just an example/starting point if anyone does bother to test and figure it out. If not, I'll look into testing in the next few days.
A Cannibal or Assault Trooper has a HitReactionChanceMultiplier of 1.0 on Normal difficulty, and 0.75 on Insanity (or 0.85 on Hardcore). So with the base 1.0 chance to stun (or freeze) on Normal, a Trooper or Cannibal should be stunned/frozen on every hit (from any weapon)
IF it's just the HitReactionChanceMultiplier modifying disruptor/cryo's stun/freeze chance. However, if it uses the weapon's/weapon type's reaction chances as well, it may occasionally (rarely) not effect them. Probably easier to test on Insanity with r6 Disruptor (1.4 chance), as this will be 1.4 * .75 HitChanceReactionModifier = 1.05 = 105% chance, every hit a stun/freeze, or if it is actually modified by the weapon's individual hitreaction chances as well it should occasionally not freeze/stun them.
Last random note if anyone chooses to test with Cryo instead of Disruptor (since it'd probably be a bit easier for testing purposes):
- Cryo ammo's freeze chance probably works the same way, and its values are 1.0 base, 0.3 from r2, and 0.5 freeze chance evolution, though note that it's not listed as Formula=BonusIsHardValue, so Cryo's bonuses could be handled differently.
Modifié par Iodine, 27 avril 2012 - 04:17 .