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jack1974
It's too late now (has been a long day) and my brain is not working, so for now the best I can do is post the formula:
[code]if round(75-pTarget.getValue("Speed")+self.user.getValue("Critical Hit")*100.0) <= RndInt(0,100)[/code]
self.user=attacker

pTarget=target! :lol:

as usual the critical is multiplied by 100 but only because internally is a float, so if attacker's critical is 30, the result will be 30.
myoksy
thanks!



as the left part is exactly the displayed hit chance shouldn't it be the other way around?

currently (if I don't produce a brainfart, I'm unconcentrated and tired) a higher crit hit value lowers the chance to hit.



say a target with 25 speed, so 50 can be used as base value



50 + 20% crit hit = 70 -> this misses when the RNG gives values between 0 and 70 and hits for 71 to 100

50 + 40% crit hit = 90 -> this misses for 0 to 90 and hits for 91 to 100



surely I am not right here and miss something obvious?
jack1974
If I remember correctly, I used a high value as base value (75) so that if Speed and Critical were the same, there was 75% chances to hit by default.

However what you say seems absolutely right :lol:!!!! I should invert the <= with >= !!! :mrgreen:

I need to go out now, but in the afternoon will try the change!
myoksy
I need to go out now, but in the afternoon will try the change!

take your time - I generally ignored Critical Hit and I'm in the middle of a play-through. Who knows what I will find to criticize with the last set of love pairings : P
jack1974
I am back but too tired haha. Plus just released a game on Steam. Need to take it easier, but will look at this in the weekend :)
myoksy
is there some relationship between critical hit and/or speed and damage? thief and warrior have identical attack values but the predicted damage for the thief is continuously higher
jack1974
Yes damage is calculated by comparing critical+attack vs target's defense, I have written it even in the attributes screen (if you click on the attribute names, the help text should be up to date now).
myoksy
oops : )
jack1974
Np, btw while my brain is still confused, I think you're really right with the miss rate thing above. Tomorrow in the morning I should be able to work (lots of real-life things going on at the moment so I can't work as I want).
myoksy
every day you're not coding gives me more time to bug you - so it's a win for me ^^



I am curious about the bombs, I don't use them often but I never saw damage above the minimum. bad luck or something fishy with the calculation/RNG?
jack1974
I just tried, bought 5 medium bombs (20-25 dmg) and yes it was only bad luck. My run wasn't great either but I had:

20dmg

23dmg !!! (power!! mouahaha)

20

21

20

so lol, yes it works, though sometimes you might wonder if it's broken :lol:
myoksy
thanks for testing - I was way too lazy for this : D
jack1974
I also tried to fix the miss formula, I think now works better. Using a save with your super-party though, the enemies rarely hit the targets. I think I'll need to adjust the multiplier values for Hard difficulty maybe :mrgreen:
myoksy
with "super-party" you mean my normal build without fiddling with the weapon DB? interesting - my new party, with a similar system*, is quite hard to play with 0.8.6 (nerfed AoE but bugged miss/hit). I need much more potions to survive and advancing feels much more sluggish, because I have to revisit mansions much more often.



* with one huge caveat: Kira has as first two skills Into the Fray and Stun, instead of Wreak Havoc and Stun.
myoksy
I think the damage for Into the Fray is too high. It's not an often used skill but I am nearly sure I just saw the second time with similar levels and enemies a damage preview of around 7 and an actual damage of ~ 10. The combat log claimed it was both times a normal hit and not critical.
myoksy
Water Elemantal as boss in one of the noble trap rooms. It was paralyzed for two rounds. At the Elemental's turn (paralysis probably reduced to 1 round?) it uses Ice Shield (I kind of understand why bosses need different rules, so fine(ish) by me). But the paralysis debuff is gone and this shouldn't be happen imo.
jack1974
About Into The Fray, the values seems OK - I cannot see how damage could be higher, it's possible the preview was somehow wrong.

The Ice Shield is also a "normal skill" so it cannot be used if the target is paralyzed. Probably the paralysis went off and THEN, he used it. Otherwise it shouldn't be able to (but in that case it wouldn't work with any other skill since is normal like all the others).
myoksy
hmm, and I forgot to save the game when I saw the issues. ignore it until I come back to this ; )
jack1974
I checked the magic sparks and at least here with mercenary guards works fine. All buffs are reduced by 1 for each target hit (I have a save just before I can use it to test).

I am going to do an update later today mostly because I updated Ren'Py version, and while it should work like before, you never know :)
myoksy
I think I found an explanation why the dmg preview for Fray is off: Is it possible that the calculation is based on the attributes of the guardian? This makes sense for all other attacks as they are redirected, but a little bit confusing for Fray.