Thank you for the comment @HeadClot !!
example of combat logic logs, tactics related
Bandit1 : Channel 1111: [sys_soundsets_h.GetFlag.SOUND_SET_FLAGS_0] Flag: 2(4) Value: 0 Result: 0
Channel 1111: [sys_soundsets.play] oCreature: Bandit1, nSituation: 2, Sound: 2
Playing SoundSet: COMBAT BATTLE CRY
Channel 1100: [Ambient_Stop()]
Channel 1: [IsUsingMeleeWeapon] creature: Bandit1, Weapon= DefaultWeapon_C_1, type: 2
Channel 500: [0.434608 DA2UE4RulesComponent] Enemy perceived too close - not delaying start of combat
Channel 100: [Bandit1::AI_DetermineCombatRound] ***** START ***** , last command status: 1
Bandit1 : Channel 600: [core_h.GetCreatureFlag] Flag: 8 Value: 0 Result: 0
Channel 100: [Bandit1::AI_DetermineCombatRound] Team Help Status: 0
Channel 100: [Bandit1::_AI_HasAIStatus] checking for creature: Bandit1, status: 1
Channel 100: [Bandit1::_AI_HasAIStatus] return: 0
Channel 100: [Bandit1::_AI_GetPackageTable] Using table: 10011
_AI_GetTacticsNum: requested nPackageTable is 10011
Channel 100: [Bandit1::AI_DetermineCombatRound] tactics num: 2
Channel 100: [Bandit1::AI_DetermineCombatRound] Last Tactic ID: 0
Channel 100: [Bandit1::AI_DetermineCombatRound] nTablesDisabled= 0
Channel 100: [Bandit1::AI_DetermineCombatRound] i= 1
Channel 100: [Bandit1::_AI_ExecuteTactic] START [Package Table: 10011], TacticID: [1]
Channel 100: [Bandit1::_AI_ExecuteTactic] [1][Target: 3] [Condition: 8] [USE ABILITY] [SHIELD_BASH (617)]
Channel 100: [Bandit1::_AI_ExecuteTactic] [Condition Valid for Target: 262135] [Condition Base: 2] [Condition Parameter: 75]
Channel 100: [Bandit1::_AI_IsAbilityValid] ERROR: Creature does not have ability: 617
Channel 100: [Bandit1::_AI_ExecuteTactic] Tactic command can not be executed
Channel 100: [Bandit1::_AI_ExecuteTactic] START [Package Table: 10011], TacticID: [2]
Channel 100: [Bandit1::_AI_ExecuteTactic] [2][Target: 3] [Condition: 31] [USE ABILITY] [SHIELD_PUMMEL (1)]
Channel 100: [Bandit1::_AI_ExecuteTactic] [Condition Valid for Target: 6] [Condition Base: 6] [Condition Parameter: 1]
Channel 100: [Bandit1::_AI_IsAbilityValid] ERROR: Creature does not have ability: 1
Channel 100: [Bandit1::_AI_ExecuteTactic] Tactic command can not be executed
Channel 100: [Bandit1::AI_ExecuteDefaultAction] START
Got local actor DA2UE4Creature_C_0 from actor Bandit1
Channel 100: [Bandit1::AI_ExecuteDefaultAction] Could not assign any AI tactic - creature will try to attack normally
hit/miss related
Channel 800: [core_h.GetCreatureDefense] Defense on DA2UE4Creature_C_0 is 0.0 modifier is: 0.0
DA2UE4Creature_C_0 : Channel 1005: combat_h.GetAttackResult ToHit Calculation: fAttack:54 = (fAttackRating: 4 fAttackRoll:50 (range penalty:0) fFlanking: 0 fBonus(script): 0). Attacker: Bandit1
DA2UE4Creature_C_0 : Channel 1005: combat_h.GetAttackResult ToHit Calculation (2): fDefenseRating: 0 fCriticalHitModifier: 2 bThreatenCritical: 0. Attacker: Bandit1
Channel 1004: [combat_damage] fWeapon DefaultWeapon_C_1: base: 7.0 + max: 10.5 max damage:0.0
Channel 1004: [combat_damage] fWeapon DefaultWeapon_C_1:10.321405 = 7.0 + Rand(3.5)
Channel 1004: [combat_damage] fAr: DefaultArmor_C_0:0.0 = 0.0 + Rand(0.0)
DA2UE4Creature_C_0 : Channel 1004: [combat_damage] Total: 10.321405
Channel 1004: [combat_damage] fStrength: 0.0
Channel 1004: [combat_damage] fWeapon : 10.321405
Channel 1004: [combat_damage] fDmgBonus: 0.0
Channel 1004: [combat_damage] fAr: 0.0
Channel 1004: [combat_damage] fAp: 2.0
Channel 1004: [combat_damage] fRankScale: 1.0
Getting property with ID: 7 and value 100 from actor DA2UE4Creature_C_0
Channel 1000: [combat_performattack] weapon base speed :2.0 mod:-0.1 effects: 1.0
DA2UE4Creature_C_0 : Channel 1005: combat_h.Combat_PerformAttack Attack Result: 1 = COMMAND_RESULT_HIT. Attacker: Bandit1