Old news but I decided to test how it works and how good it is.*
It is good.
It ignores 40% evasion at point blank, 32% at 1 tile away, 16% at 2 tiles away and has no effect on further distance. These values are not discreete, distance can have fractions of tiles as line between you and enemy is in most scenarios not parallel to ingame grid.
Now how good it is? Base chance to hit is 70 + 30 * (att - def)/att. Enemies have varying evasion depending on their type, level, stats, gear and difficulty. But we can reasonably expect that during our playthrough we will encounter lots of evasive enemies where their def = our att. In that case, each 16% of their evasion translates to 5% chance to hit. So, the final chance to hit is as follows:
Tiles away | Hit chance |
3+ | 70% |
2 | 75% |
1 | 80% |
0 | 82% |
Pistols can use laser sights, it's very effective addon when you are not currently using special attack. It gives flat 10% hit chance. Laser sight against enemy with evasion matching your guns skill gives 80% hit chance further away, up to 92% at point blank, which almost caps the hit chance. 92%/80% = 1.15. 15% more shots will hit these annoying evasive enemies as long as you move up to them.
*No zoner was dominated during research.