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Created by
CodeKillerUploaded by
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About this mod
Increase all critical probability for all "mods" by 1000% (in other word : x10 chance to do critical for modded weapons).
The goal is to make the mod really usefull.
What is the point of an electric weapon if it does not do special damage ?
- Permissions and credits
- Changelogs
Critical probability of all melee mods is increased by 1000% / multiplied by 10.
So the number you see in-game, like 1%, will become 10% on all modded weapons.
Critical probability for single shot weapons (but not single shot rifle as the mods work for all kind of "rifle") will have 50% prob of critical.
A pistol with 1% crit prob is useless as you cannot fire hundred of ammo, even worse for shotgun as you have less ammo meaning less cri prob.
Modified files are stored in a new pak file.
Just extract the zip file you downloaded here and put it with other PAK files in : %GameFolder%\DIR (you should see Data0 Data1 Data2 etc.)
To still make it "fair" (or less cheaty some would say) I removed the critical damage on all weapons (cannot make difference between modded weapon or standard one, but as the mod aim to enhanced modded weapons I guess you won't use any standard weapons ;-)).
Note that "head" shot/hit is not managed as "critical hit" as the body is divided into "parts" so you will always be able to perform "head" damage no matter the weapon.
For instance, a hit from a white standard auto rifle in the body is 600 and 3000 in the head (at level 50+).
I also changed the following 3 mods so that they do not use "Cut" damage type (I guess increas chance of dismembering ?) but "Bleed" type (as displayed by the in-game picture) : DiamondEdge, SharpEdge and MeatCutter.
Duration is 5 sec like most of Bleed damage.
Amount of damage unchanged.
Currently working on converting the way mods are working to a more conventional way, like in A-RPG where your fire weapons deal fire damage, no matter crit or anything else.