Because of the way the math works, this mod amounts to a major and, I suspect, unintended buff to the max knockdown chance you can achieve with And Stay Back. A 70% chance to knockdown per projectile on a shot with one projectile (i.e. slugs with this mod) = a 70% chance per shot to knockdown (1 - .3^1). This is a lot stronger than the vanilla best-case scenario, a 10% chance to knockdown per projectile on a shot with eight projectiles (coin shot), which works out to only a 57% chance per shot to knockdown (1 - .9^8). With seven projectiles, i.e. the default buckshot you'll realistically be using most of the time, it's only a 52% chance (1 - .9^7). The mod's 4/0 buck, by the way, with its 17% knockdown chance, is a lot better balanced (1 - .83^4 = 53%).
So for slugs in particular to be balanced around vanilla values, you could, for example, target a knockdown chance of 57%, the vanilla max, for all ammo types. Easy enough: Give slugs a knockdown-per-projectile chance of 57%, not 70%. Coin shot stays at 10%. 4/0 buck gets 19% (1 - .81^4 = 57%). And regular buck gets 11% (1 - .89^7 = 56%). Of course, if you can decimalize to your heart's content, you could set even more precise values for perfect balance.
Frankly, whether the mod works or not don't matter. This is not an improvement. It makes the And Stay Back perk worse. If it were an improvement, it would change the knock-down percentage to LESS, not more. Shotguns instantly and automatically knocking anything from a person to a deathclaw into ragdoll is unrealistic and ridiculously OP. Who wants to go through a game where, no matter the enemy, the first shots you hit them with renders them a defenseless meat sack absorbing bullets as they blissfully await Death. ¯\_('_')_/¯
I've played with the mod quite a bit now and it's worked just as intended so far. It's honestly a little broken to shoot Deathclaws with Slugs now, since they'll be knocked down and rendered defenseless most of the time. I was wondering, is there a way to do something similar for the shotguns' Critical Damage? They have the same problem in that department as the Knock Down Chance does in And Stay Back, since moving up to 4/0 and Slugs ends up being counterproductive.
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So for slugs in particular to be balanced around vanilla values, you could, for example, target a knockdown chance of 57%, the vanilla max, for all ammo types. Easy enough: Give slugs a knockdown-per-projectile chance of 57%, not 70%. Coin shot stays at 10%. 4/0 buck gets 19% (1 - .81^4 = 57%). And regular buck gets 11% (1 - .89^7 = 56%). Of course, if you can decimalize to your heart's content, you could set even more precise values for perfect balance.
I was wondering, is there a way to do something similar for the shotguns' Critical Damage? They have the same problem in that department as the Knock Down Chance does in And Stay Back, since moving up to 4/0 and Slugs ends up being counterproductive.
Seems to be working fine now. Reloading an earlier seemed to have done the trick lol. Working pretty darn fantastic now! Thanks! :D