XCOM 2
69 ratings
Crit Chance Change Redux
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
341.804 KB
30 Aug, 2019 @ 12:27pm
6 Apr, 2021 @ 12:45pm
4 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Crit Chance Change Redux

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
Ports over xylthixlm's mod for crit changes. Did this as a personal thing, but as the change only requires XModbase which they ported over to WotC, I'm releasing this publicly until told otherwise.

To use the original mod description:

This mod makes a simple change to critical hit chances: shots with a hit chance below 85 take a -1 penalty to critical hit chance for every 2 points below 85 the hit chance is. For example, a shot with a hit chance of 65 has -10 to crit chance, and a shot with a hit chance of 45 has -20 to crit chance.

In vanilla XCOM 2, increasing your defense doesn't actually decrease the chance that a particular shot will be a critical hit. Increasing your defense by 20 might take a shot from 50% miss, 40% regular hit, 10% crit to 70% miss, 20% regular hit, 10% crit. This change makes it so that increasing your defense actually helps protect you against critical hits. Other mods do the same thing by returning to XCOM 1's system where the two chances are rolled separately, but that makes it so that bonuses to crit chance are less valuable: if you have a 50% chance to hit, a +20 crit chance bonus becomes really only a +10 bonus. This mod leaves crit chance bonuses just as good as they were before.


Note that this change was taken from Xylth's Shadow Ops mod: if that has been ported to WotC, chances are this is redundant with that mod installed.

Compatibility
EU Aim Rolls isn't going work right.

Any other mod that actively replaces X2AbilityToHitCalc_StandardAim probably won't either.

Extended Information should be ok though.
13 Comments
诺风一指!!!! 23 Sep, 2024 @ 9:25pm 
这是干啥的呀?
Zero 5 Apr, 2021 @ 2:19pm 
Something for the devs:
Uses XModBase 2.0.1

Could it be upgraded to 2.0.2 or later? Otherwise this mod will be undoing a Highlander fix:
https://x2communitycore.github.io/X2WOTCCommunityHighlander/tactical/GetStatModifiersFixed/
ParadoxicalOutcome 25 Apr, 2020 @ 7:03am 
The amount of times I get critted through high cover by a flashbanged enemy has been ludicrous and was my most disliked part of the game. Yet, I felt that EU Aim Rolls just changed too much. Thank you for porting this over to WotC.

Seriously, I have to rant. What was Firaxis thinking?! It doesn't make gameplay sense (It makes -aim modifiers much less useful when the chance of you getting blown off a building via assault rifle fire from sniper range stays basically the same no matter how many you tack on), it doesn't make logical sense (Oh, okay, so getting flashbanged, set on fire and pinned down does nothing to change the probability of the shooter nailing his target in the head, makes perfect sense), and it sure as hell does not make the game more fun or interesting. It's one of the worst changes to happen from EU to 2.
Dawnpromise 19 Mar, 2020 @ 4:16pm 
Interesting, I'll be trying this out on my next campaign.

It does seem more logical than the EU rolls system where crits are just a 'lucky shot'. I don't suppose this could be tweaked to make a high aim soldier gain an increase to crit as well?
SentySent 20 Jan, 2020 @ 6:38pm 
Will consider adding an option to suppress the logs to improve game performance?
sighnoceros 19 Dec, 2019 @ 11:31am 
Shouldn't the hit chance in the screenshot be 9% based on the description? Is this -1 per 2 below 85% or -2 per 1 below 85%?
General Disarray 3 Sep, 2019 @ 12:15pm 
Ok cool. So far it seems to be working quite well. I assume it applies to enemy units as well?
I am looking to duplicate the LW2 aim calculations where aim helps crit (and vice versa) and this is definitely along those lines. Thanks for this. Now to move onto incorporating grazing fire in some way...
RealityMachina  [author] 1 Sep, 2019 @ 7:19pm 
Extended Information should work fine: it overrides "X2Action_ApplyWeaponDamageToUnit", and grabs the information it needs from any hit calculation an ability has, it doesn't care what specific hit calculation it has.
General Disarray 1 Sep, 2019 @ 4:32pm 
Actually, the screenshot seems to have EI running, so I am not sure...
General Disarray 1 Sep, 2019 @ 4:31pm 
Since it overrides X2AbilityToHitCalc_StandardAim(), I am guessing it won't work with Extended Information either?