but at least it removes the weird thing where a 100% shot, 100% crit getting dodged.
Why weird?
That's perfectly reasonable to me, it's your system that's wierd, not Vanilla.
100% hit, correct shot hit. say 10 damge rolled (keeps maths simple) 100% crit, correct shot crits. say doubles damage to 20 (actual result not required for the point I make)
100% dodge is applied to damage dealt, not hit chance, dodging doesn't make the shot miss, it can't do that, it reduces damage received. say by half. Dodged Hit does 5 damage Dodged Crit does 10 damage
What's weird is your assuming crit hits cant be dodged, for example a sniper shot from a long distance, which would have hit between the eyes if time was frozen at firing (A critical hit), instead glances of the skull due to sudden movement between fire and hit, (A dodged critical hit). If the time between shot and hit was zero, your method would make sense and vanilla would be weird, but times not frozen, so it's your undodgable crits that is the weird system, not the games "normal" system.
Not that it matters as far as what this mod offers, weird is just as valid as realistic. Modding is all available user choices, reality is just one of the choices.
dodged crit still does 5 damage, the function can only pick one hit state, it cannot pick both dodge and crit, which does not allow roll for damage to know that is both a crit and a dodge, stacking crit and dodge = normal hit will be a feature in the enemy unkown hit rolls mod
" Dodge" in other games is commonly used to mean the attack missed. Based on what UhuruNUru is saying they're using it as "graze" instead (still hit, just halved damage).
I'm still confused; I don't know how the game evaluates an attack - does it compare the attempt against all 3 separately (hit, crit, dodge) and then take action based on the results of all 3; OR does it divvy up a 100% chance between all 3 and compare the attempt against that (e.g. 0-40 = dodge, 40-90 = hit, 90-100 = crit)?
The latter doesn't quite work as the percentages don't always add up to 100. Say a 70% shot with 10% crit, vs a target with 50% dodge. So I'm more inclined to believe the game considers them all separately, perhaps like so:
- not hit : Disregard crit and dodge, this attack missed. - hit, not crit, not dodge: normal damage - hit, crit, not dodge: double damage - hit, not crit, dodge: half damage - hit, crit, dodge : normal damage (was doubled by crit, then halved again by dodge)
Of course I'm just speculating. Does anyone know the actual equation(s) in use?
3 comments
Why weird?
That's perfectly reasonable to me, it's your system that's wierd, not Vanilla.
100% hit, correct shot hit. say 10 damge rolled (keeps maths simple)
100% crit, correct shot crits. say doubles damage to 20 (actual result not required for the point I make)
100% dodge is applied to damage dealt, not hit chance, dodging doesn't make the shot miss, it can't do that, it reduces damage received. say by half.
Dodged Hit does 5 damage
Dodged Crit does 10 damage
What's weird is your assuming crit hits cant be dodged, for example a sniper shot from a long distance, which would have hit between the eyes if time was frozen at firing (A critical hit), instead glances of the skull due to sudden movement between fire and hit, (A dodged critical hit).
If the time between shot and hit was zero, your method would make sense and vanilla would be weird, but times not frozen, so it's your undodgable crits that is the weird system, not the games "normal" system.
Not that it matters as far as what this mod offers, weird is just as valid as realistic. Modding is all available user choices, reality is just one of the choices.
I'm still confused; I don't know how the game evaluates an attack - does it compare the attempt against all 3 separately (hit, crit, dodge) and then take action based on the results of all 3; OR does it divvy up a 100% chance between all 3 and compare the attempt against that (e.g. 0-40 = dodge, 40-90 = hit, 90-100 = crit)?
The latter doesn't quite work as the percentages don't always add up to 100. Say a 70% shot with 10% crit, vs a target with 50% dodge. So I'm more inclined to believe the game considers them all separately, perhaps like so:
- not hit : Disregard crit and dodge, this attack missed.
- hit, not crit, not dodge: normal damage
- hit, crit, not dodge: double damage
- hit, not crit, dodge: half damage
- hit, crit, dodge : normal damage (was doubled by crit, then halved again by dodge)
Of course I'm just speculating. Does anyone know the actual equation(s) in use?