Last time I did uninstall C++ 10+ years ago, but I presume OpenXCOM uses pixel model, not voxel? Or volume measurements was implemented especially for OpenXCOM? UFO 1993 is too old for voxel algorythms. Maybe
Key word - "Maybe".
Since Rebelstar games Gollops were using hit bit map, as alternative for visual map, with 1 as solid and 0 as space, to trace fire, it's quite obvious even in game (in RebelStar Raiders there was no visual/hit difference, since graphics was too primitive). With Laser Squad 2 (transformed into UFO: Enemy unknown) they made another step forward - into 3D, by making this hit map multileveled.
If hit ratio is shown for a central voxel, then it must be harder to hit a whole body. But what I see now, it's working vice versa.
Hit ratio shows chances of target point being in the particular target voxel, which it choses by scanning the target model from the center to periphery, and picking the first visible. It might be close to obstacle, and thus you can miss even with 110%, just because it might deviate 1 voxel side, which is not enough to MISS the target, but enough to hit this obstacle.
Accuracy clouds (from above) for 0/25/50/75%. If you'll look closer, you notice feature of north-south/west-east uniformity. North-south direction cloud is wider (but it doesn't affect overall chance too much, since central "hit ray" stays the same).
So any trial will be in the inner "ray" with defined chance (but mapped for 110% being max), and all others are in outer cloud. Chances are not CLEAR, for many reasons, among them - it can be the any point in the line of target, but not inside of target (before of after the target, slightly off, but still inside of target LOFT, etc).
Target voxel picking algorithm is not vanilla in OpenXcom, it tries more voxels, so in some respect it's more advanced. But it suffers from the "close to obstacle" syndrome, which I planned to overcome since quite long ago. Instead of scanning for the first to central, better to pick the most "central" from the visible. For example, if you see only the head of enemy, algorithm will aim the neck voxel, which is closer to the center of the unit. Obviously it's better to pick center of the head, to get less chances to hit the obstacle, but hit the target. But it will require for maths and kind of filters to choose the center. I didn't have time for this, and frankly, currently it works quite OK, so it doesn't seem to be the task of any importance.