XCOM 2
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ReliableDamage_WotC
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27 Feb, 2021 @ 12:28pm
25 Apr, 2021 @ 10:29am
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ReliableDamage_WotC

Description
Description
This mod removes various RNG elements present in the game when you take a shot.
All shots will now hit but deal the expected value of the shot (<hit_chance> * <damage>) as damage rather than hit for 100% or miss for 0%.
This greatly reduces the variance in damage and makes damage output much more reliable.
Applying the expected value averages out to the exact same amount of total damage that is delivered, just without the RNG of critting / hitting / grazing / missing.

XCOM 2 version
The original mod for XCOM 2 without War of the Chosen can be found here.

Features
  • Each shot always hits but applies the expected value of the shot (<hit_chance> * <damage>) rather than 100% or 0%.
    • Example; a 6 damage shot with a 60% chance to hit has an expected value of 3.60.
    • The game cannot handle float values for damage so we roll for the resulting damage which is either 3 (40%) or 4 (60%).
    • In this example, your shot will thus always do between 3 and 4 damage. Way more reliable than the default 0 (miss) or 6 (hit).
  • Critical damage / Graze shots are removed but their effects are incorporated in every shot instead (i.e., 25% chance to crit for an additional 4 damage would simply do +1 damage on each shot instead). This is configurable, both types of shots can be restored to normal if desired.
  • Abilities like Viper's Bind and Skirimisher's Justice are not influenced and can still miss of course.
  • Abilities like Untouchable and Lightning Reflexes will still cause shots to miss.
  • Ammo effects such as Dragon Rounds' burning effect are applied with a probability equal to the original hit chance, rather than on every hit (because that is 100% in this mod). Can be controlled in config.

Updates
Look in the Change Notes section.

Installation directory
This mod is installed to \SteamApps\workshop\content\268500\2409840472

Shot information
If you are wondering why a certain shot did a certain amount of damage, be sure to first check your Launch.log file. It will contain a fairly detailed breakdown of every shot that was manipulated by this mod.
The log file is located here:
%USERPROFILE%\Documents\My Games\XCOM2 War of the Chosen\XComGame\Logs\Launch.log
Search for <ReliableDamage.Damage> to find shot information written by the mod.

Configuration
Configuration options can be set in Config\XComReliableDamage_WotC.ini.
That file also contains a full description of each option, so look there for more in depth information.
  • AdjustCriticalHits - Critical hits can no longer occur but their bonus damage is incorporated into every shot instead.
    • Set to 0 to revert to default XCOM behavior
  • AdjustGrazeHits - Graze hits can no longer occur but their damage reduction is incorporated into every shot instead.
    • Set to 0 to revert to default XCOM behavior
  • AdjustPlusOne - Incorporate the "PlusOne" damage of certain weapons into every shot instead.
    • For example, a Pistol has a PlusOne stat of 50. This means 50% of the time it will deal +1 damage. This mod will simply add 0.5 to the expected value of every shot instead.
    • Set to 0 to revert to default XCOM behavior
  • ApplyAmmoEffectsBasedOnHitChance - If set to 1 ammo effects like Dragon Rounds' Burning effect will not be applied on every hit (which is 100% in this mod) but will be applied on hit with a probability equal to the original hit chance.
  • ApplyVsTheLost - To disable all effects of this mod when targeting The Lost set this to 0. Default is 1.
    • The Lost are relatively low HP so trading shot damage for a guaranteed hit is very powerful, especially combined with the "Headshot" ability that restores 1 action point when killing a Lost. It is therefore possible to disable all effects of this mod when targeting The Lost units by setting this option to 0.
  • DisableForAbilities - Disable this mod entirely for specific abilities. You can specify multiple abilities on separate lines.
    • For example, to disable the sniper standard shot and the ability Hail of Bullets you can use
      +DisableForAbilities=SniperStandardFire +DisableForAbilities=HailOfBullets
  • RemoveDamageSpread - Removes damage spread from weapons and abilities. 0 to retain all damage spread, 1 to remove. Default is 1.
  • RemoveOverwatchBasedOnHitChance - Set this option to 1 to remove Overwatch with a chance equal to the original hit chance, rather than 100% of the time (since shots do not miss anymore). Default is 1.

Overrides
This mod does not apply any hard overrides through XComGameEngine.ini.
We do selectively replace instances of the following classes with customized versions through code:
  • X2AbilityToHitCalc_StandardAim
  • X2Effect_ApplyWeaponDamage

Incompatible mods
In general, any mods that adjust and/or override the classes listed in Overrides will likely cause issues.
The list below is compiled based on comments of users and/or my own experience
If you experience issues with other mods, please let me know and I will update the list below.
  • [WOTC] Cover Damage Reduction
  • [WOTC] EU Aim Rolls

If you find any issues, please let me know in the comments.
Popular Discussions View All (1)
0
9 Sep, 2021 @ 12:14pm
DisabledAbility Settings
Stukov81-T.TV
91 Comments
Selmo 27 May @ 7:22am 
Oh, so base damage is depends on aim but crit damage is fixed? That is more flanking damage early. I need to revise my crit% of weapons, thank you.
dani  [author] 26 May @ 1:53pm 
Hi Selmo. It's been a while since I made this mod but if I recall a shot can have a couple of outcomes, e.g. Hit / Miss / Crit / Graze. I simply add up (dmg * aim) for each. So let's say you have 80% hit chance for 6 dmg and as part of that a 20% crit for +4 dmg. The damage will be calculated as 0.8 * 6 + 0.2 * 4 = 5.6. You should be able to verify this when you just play around a bit. Note there are more factors like shred, rupture and "plus one" (from the stock weapon upgrade) that can influence the damage.
Selmo 26 May @ 12:46pm 
I love this mod, and I'm trying to balance weapons, but how is dmg calculated? It's (dmg+(crit%×critdmg))×aim or (dmg×aim)+(crit%×critdmg) or something else?
Fulgrim's Chosen One 16 Mar @ 8:11am 
Very useful mod, thx you author ^_^
gartner_br 16 Oct, 2024 @ 2:53pm 
is it possible to disable this mod for the Advent?
axossk 15 Dec, 2023 @ 5:00am 
Best mod so far, it removes the thing I hate the most in games : RNG

coupled with:
[WOTC] Extended Vision (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1721551490)
Increased Cover Bonus (Wotc) (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1124274560)
[WOTC] Dynamic Pod Activation (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1131829513)

you get a brand new tactical game
Cripto 3 Dec, 2023 @ 3:24am 
Genial.
dani  [author] 15 Oct, 2022 @ 2:14am 
Ah I understand now, it's an interesting idea for sure although it outright lowers damage for all shots except 100% shots. It's certainly possible to adjust my mod logic into what you describe but making it configurable feels wrong since then the damage is no longer reliable which is the whole point of my mod :) It would be better suited for an alternative mod based on mine instead. It's essentially a simpler one that only modifies applied damage based on the hit chance but does not alter whether it hits or not. Unfortunately I'm not playing the game anymore so I will not be developing that. Anyone is welcome to copy and adjust my mod for that purpose though.
Vex Lawson 14 Oct, 2022 @ 1:52pm 
Sorry, maybe I didn't explain it very well. If you have a 50% chance to hit a target with a weapon damage of 10 and you miss that 50%, well, you miss and nothing happens, just like vanilla; however, if your shot hits, it will take the 50% chance to hit and reduces that weapon's damage to 5 so it scales down with the hit chance, instead of doing the full 10 like in vanilla.

The idea is that it still has the randomness of vanilla, but if your soldier does get hit by some lucky shot, it likely would not kill them, considering it like a graze of their arm. I'm not really a modder, so I don't know if your mod is capable of doing this, especially when having to add critical/dodge into this calculation.

There's actually a mod called RealisticDamageModel on the nexus for Enemy Unknown that does exactly what I'm talking about. I was just wondering if there was a config you had somewhere to allow this, but I guess not. Unfortunately, I'm assuming this wouldn't be very easy to make possible.
dani  [author] 14 Oct, 2022 @ 1:03pm 
@Vex That sounds like vanilla XCOM? What do you mean exactly? If a 4 damage shot has a 50% chance of hitting, you want it to miss 50% of the shots (like vanilla XCOM) right? But then what happens if it hits? It should deal more or less damage than 4? That doesn't make sense to me but perhaps I am misunderstanding you.