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#1 |
![]() Join Date: Apr 2011
Reputation: 24
Posts: 163
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% chance
what's with the % chances to hit miss etc?
All the chance percentages against the AI need to be doubled at the very least If it states a 25% chance to miss, you will consistantly miss at least 50% of the time, and so on. It would save a lot of frustration if they just showed the actual percentages, instead of trying to mislead you to the point where you constantly say "OMFG thats 5 misses out of 6 hits" and then sort of hit your head against the desk or some such. |
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#2 |
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Guest
Posts: n/a
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From the gist of this you're either playing III or Rise of the Elves. Haven't had much experience with III (Running on a demo and have no inclination to buy the full game anytime soon), but in RotE it's as you say.
The base DII and expansions (Gallean's Return) are accurate in terms of % v. actual hits. This is of course barring the occasional streak of good/bad luck. It seems that Rise of the Elves' mucking about with the % was some attempt to add a bit more randomization to battles, as 100% is possible for stun units in the original. An absolute cap on hit% would have been a much better solution in my opinion. Outright lying about % (Get 100% and watch an impressive number of misses) is probably the worst possible solution. I'm rather hoping for a final patch for II now that III is out. This is a major issue for said hope. |
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#3 |
![]() Join Date: Apr 2011
Reputation: 24
Posts: 163
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OK....I've given this game a fair chance, but holy crap it's just too frustrating.
No matter what it says the enemy chance is to crit, it's around 66%. Your chance to miss sits around the 25% mark. If you take an enemy unit's life below 25%, their chance to crit goes higher, and so does your chance to miss. As a matter of fact, you can guess within 66% certainty, which of their hits will crit, and which of yours will miss. Just too silly. |
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#4 |
![]() Join Date: Jul 2010
Reputation: 0
Posts: 12
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You mention crits, so it sounds like you're playing III.
Your chance to hit/crit is determined by the attacker's dexterity measured against the defenders agility. Typcially, if the attacker's dex is higher than you have a guaranteed chance to hit, plus a chance to crit. The higher it goes, the higher the chance to crit. Likewise, if the defender's agility is higher than the attackers dex, you have a chance to miss. Same rule above applies in reverse, with the higher the variance means higher chances of missing. There are hidden statistics which complicate the formula. But the above is a general guide to how it works. Last edited by nanogasm: 09-29-2011 at 08:32 PM. |
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