About this mod
Adds grazing and critical hits to combat that hit for 0.5x and 1.5x damage, respectively. Uncaps hit chances and rebalances hit chance calculations. Defense is less effective at mitigating average damage received but more effective at avoiding high damage hits.
- Requirements
- Permissions and credits
- Changelogs
- Hit caps (5 and 95) felt arbitrary and made the effectiveness of attack / defense plateau.
- Defense is too strong, especially when stacked high. The hidden vanilla mechanic of halving defense over 50 felt a little arbitrary and insufficient.
- Even with capped defense, a few unlucky rolls can ruin your day.
This mod introduces grazing (0.5x damage) and critical (1.5x damage) hits and uses them to smooth out the vanilla attack curves and address my complaints above.
Specifically, this mod interprets uncapped "attack - defense" as "advantage" and uses it to calculate the chances that an attack crits, hits normally, grazes or misses. Please see the images for how each value is computed. At a glance:
- Normal hits happen in advantage range 0-200, peaking at 50% chance at 100 advantage.
- Crits start happening after 50 advantage and gradually increase, peaking at 100% at 200 advantage.
- Grazes happen below advantage 150, peaking at 50% chance at advantage 50.
- Attacks cannot miss after advantage 100.
- Below 0 advantage, all hits are grazes. The chance to hit decays logarithmically below advantage 0 and never reaches 0% chance.
The resulting system has the following characteristics:
- Attacks connect more frequently.
- 95+ advantage: Expected damage is higher than vanilla through increased crit chances. 100 advantage guarantees no misses.
- 50-95 advantage: Same expected damage as vanilla. More variety in hits.
- 0-50: advantage: Significantly increased damage than vanilla, maxing out at 3.25x at 5 advantage (vanilla miss cap).
- 0- advantage: Expected damage decreases, reaching parity with vanilla at -46 advantage.
There are various settings to configure the mod. I created an online tool that lets you play around with these settings and see how they change the balance compared to vanilla. Briefly, the configs allow you to:
- Change how vanilla hit chance is converted to advantage, incresing or decreasing the value of attack/defense skills or making hits more/less frequent.
- Toggle and control the logarithmic decay of low hit chances introduced by the mod.
- Toggle the vanilla mechanic of halving defense values over 50+.
Fatigue damage is also scaled by grazes and crits. Status effect application chances (including whip disarm), however, DO NOT currently scale with grazes and crits. This is something I want to add but haven't figure out yet how to do so. Since the mod increases the frequency of hits, it also inadvertently buffs status effects and whips. If this is an undesired change, I recommend setting "additive modifier" to -15.
Compatible (and only tested with) Reforged. I've had two 100+ day playthroughs with the -15 "additive modifier" last year and had a lot of fun.