XCOM 2
ReliableDamage_WotC
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.
Vex Lawson 13 Oct, 2022 @ 9:11pm 
Is it possible to modify this, instead of automatically hitting, to just have the damage adjusted? It would be awesome to be able to still miss shots completely, but if they do happen to hit, the damage done is adjusted by the percentage to hit.
agog43 17 Jun, 2022 @ 1:55pm 
I remember this from a few years ago when i was desperate to find a wot version without success. I am so glad that now that i start a new playthrough i can use this in WOTC. For me this is the best mod for xcom 2 that was ever created. Thank you so much!
kit 17 Feb, 2022 @ 6:36am 
10/10 incredible mod, cannot praise this enough
Nemo Jr. 25 Oct, 2021 @ 11:48pm 
@Ninnetyer
I was following / trying out different mods in parallel, that's why. Not playing atm, and I don't remember using these two mods in the same game, so I can't help you with that; sorry.
p.s. Your link is broken because of the parentheses.
Ninnetyer 24 Oct, 2021 @ 11:18am 
@Nemo Jr. | Hey nemo why are you putting a comment point to a mod that the OP/DEV says its incompatible (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126684731) , you managed to find a workaround for it to work or something?
Nemo Jr. 22 Jun, 2021 @ 1:41am 
@Gong-Gle-E

From a previous comment by dani :
"stock damage is simply added based on MISS chance. So if you have a +2 on miss (advanced stock) and you have an 80% chance shot I will add .4 to the output damage (.2 * 2). Repeaters (insta kill chance) are not affected, those can still happen in this mod."
Gong-Gle-E 21 Jun, 2021 @ 7:59pm 
in this mod, what STOCK is doing? no effect?
Nemo Jr. 18 Jun, 2021 @ 11:19am 
Nemo Jr. 16 Jun, 2021 @ 9:11am 
Many thanks!
dani  [author] 16 Jun, 2021 @ 7:58am 
@Nemo

> if another mod, or my own .ini tweaks, were to change Deadeye accuracy penalty and damage bonus, would this be fully reflected in the shot
Yeah that should definitely be the case we simply used the values supplied by the game and when those are changed through INI files those should be picked up. If you find any bugs with that just let me know. Hope you enjoy the mod!
Nemo Jr. 15 Jun, 2021 @ 10:15am 
- Hopefully last question: Are the hit_chance and weapon_damage values both pulled dynamically from the final result right before this mod? For example, if another mod, or my own .ini tweaks, were to change Deadeye accuracy penalty and damage bonus, would this be fully reflected in the shot? I'm guessing "yes" for the hit chance, but not sure about damage modifier.


Sorry for the trouble! Here, have a <3
Nemo Jr. 15 Jun, 2021 @ 10:14am 
- Yeah Steam has a habit of doing that, best to keep your own backup description. Mod's own readme could serve this purpose, perhaps?

- Hmm shame about all the potentially "wasted" accuracy... Still, Deadeye might be the perfect fit for turning excess accuracy to damage, and I can always fine tune the base damage/accuracy values to achieve the desired effect.

I just wish the mod used weapon type instead of specific skills for the "exclusion list" so I could automatically make the vanilla system apply to all native sniper skills (e.g. Deadeye on Sharpshooter), while not applying to sniper skills given to other classes (e.g. Deadeye on Ranger). Oh well, can't have everything :)
dani  [author] 15 Jun, 2021 @ 8:12am 
@Nemo Jr.

Thanks! About your questions:
- Link to non-WotC => I don't know what happened but the entire description was gone, probably after the last minor bug fix update. Thanks for letting me know. I restored it, which includes a link to non-WotC version.
- Use total aim or cap at 100% => It caps at 100% otherwise we indeed would deal more damage than intended and than in the base game.
- Config option to ignore damage from shots below certain hit chance => Hmm not sure about that one, I understand it might be annoying to deal with 1 / 2 damage shots but turning them off completely doesn't really sound like the way to go. I'm also not actively playing/developing this at the moment so I cannot promise this will be added anytime soon! The mod you linked can be a good alternative, I assume it works fine together with this mod :-)
Nemo Jr. 14 Jun, 2021 @ 7:25pm 
p.s. I found this mod that could also help with the "papercut" problem:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1970813574
Nemo Jr. 14 Jun, 2021 @ 8:38am 
(2/2)

- Would you consider adding a config option to straight up ignore the damage from shots below a certain chance to hit? For example, anything below 20% would do zero damage (effectively a miss), but after that it'd scale normally. I think this would solve the problem I saw mentioned in the comments without touching cover or hunker down values or anything like that (the problem with soldiers being permanently on vacation / getting papercut to death; I'm concerned about this too).

- I was also gonna ask about excluding sniper rifles but you seem to have that covered :)


Thank you very much for the mod, and thanks for reading my wall of text.
Nemo Jr. 14 Jun, 2021 @ 8:37am 
(1/2)

First of all, this is EXACTLY the mod I was looking for, to the point I was considering making it myself, so thanks for saving me the hassle :P


A few things:

- You may want to include a link to your non-WotC version in the description; it's such a waste to have all that information in that page and not point people toward it.

- Does the hit chance in <hit_chance> * <weapon_damage> use your total aim, or does it cap out at 100%? What I'm wondering is if it's possible to do overkill / precision damage with total aim above 100.
dani  [author] 16 May, 2021 @ 3:40am 
Yeah what Stukov says is correct. Cover is certainly not useless, it's basically the same overall damage reduction as in the base game if you shoot enough times, except this mod removes the RNG so it is way more consistent.
Stukov81-T.TV 15 May, 2021 @ 2:56pm 
If the opponent has 6 damage and has 100 % chance to hit he will do 6 Damage, if he only has 50 % chance to hit he will do 3 damage
Stukov81-T.TV 15 May, 2021 @ 2:55pm 
Cover is effectivly Damage reduction
Dr. Hentai 15 May, 2021 @ 1:56pm 
how does cover work with this. For what i've experianced until now it's become somewhat useless given that it's impossible to miss.
Haywire 25 Apr, 2021 @ 7:56pm 
Cool, thanks dani! :-)
dani  [author] 25 Apr, 2021 @ 8:50am 
@Haywire I had a look at it and Lightning Reflexes indeed does not trigger all the time. If the original shot would have missed it does not trigger but then our mod simply changes that miss to a hit instead. That's obviously not what should happen.

I just pushed an update which should fix this. Every first Overwatch shot should now just miss.
Haywire 21 Apr, 2021 @ 3:14pm 
@dani
No rush. lol

I think I only had one enemy firing, hence my surprise. :-D
dani  [author] 21 Apr, 2021 @ 10:05am 
@Haywire the mod should not affect Overwatch shots on a target with Lightning Reflexes, the first shot should just miss. But if more than 1 unit shoots at you those will hit as usual and be affected yeah. I'll have to look into it if it works differently now. I'm a bit short on time though so might take a while :)

@Ulthwe No that's not possible at the moment. Not sure if I have time to add it either to be honest so for now it is simply not possible.
Ulthwe.Eldrad.[GW] 21 Apr, 2021 @ 6:37am 
Is there is the way to disable this mod for aliens but leave for my soldiers?
Stukov81-T.TV 21 Apr, 2021 @ 4:57am 
I did exempt launch and throw grenades from this mod mechanics as i really like grenade scatter. Maybe you could do something similar with overwatch shots?
Haywire 20 Apr, 2021 @ 6:13pm 
@dani
Another quick question. I'm taking damage when running through enemy overwatch with Lightning Reflexes. Not, you know, a LOT... lol but still. Is this how it is supposed to work with this mod? ;-)
dani  [author] 17 Mar, 2021 @ 9:11am 
@olive You are welcome :)
rottingolive 16 Mar, 2021 @ 6:12pm 
You're kidding me? I've waited so very long for this to be ported. Thank you so much.
dani  [author] 15 Mar, 2021 @ 9:40am 
@Haywire Yes, stock damage is simply added based on MISS chance. So if you have a +2 on miss (advanced stock) and you have an 80% chance shot I will add .4 to the output damage (.2 * 2). Repeaters (insta kill chance) are not affected, those can still happen in this mod. Glad you like the mod :)
Haywire 15 Mar, 2021 @ 12:21am 
How are weapon mods calculated in this? For example, are Stocks just folded into the new damage range? Also, do Repeaters use the original hit chance as usual?

Liking the mod so far overall. Thanks. :-)
dani  [author] 13 Mar, 2021 @ 2:10am 
@Stukov81 Thanks!

@RambelZambel

Thanks for the info. Reflect is a fairly complex ability to rework to never cause a miss anymore. If a Templar has Reflect I would have to disable that ability and instead reduce damage to the Templar a bit (similar to Graze), but Reflect also deals damage back to the attacker and I would also have to do that somehow. This is too complex so I will leave Reflect as is. Even Deflect is fairly complicated, the chance to deflect is based on focus level and I'm not sure I can easily work that in. So that one will probably stay like this too.

As for the Berserker Queen; I checked it and it does not use StandardAim for hit calculation. Rather, it uses a "Stat Check" which means it hits based on a soldier stat, in this case Strength. So the higher Strength the less likely you get hit. I do not adjust those abilities. Also, since that ability can apply AoE stun / disorient it's actually good it can miss otherwise it's very powerful.
Stukov81-T.TV 13 Mar, 2021 @ 1:55am 
I really love this mod! Thanks for that!
MaCC165 12 Mar, 2021 @ 8:31am 
Just for info:
Berserker Queen Aoe can still miss, Reflect on Templer also
dani  [author] 8 Mar, 2021 @ 1:16pm 
@RambelZambel

Thanks for informing me :) I just released an update which I believe should fix the issue with that mod.

@Theobald Thanks, glad you enjoy this mod!
MaCC165 8 Mar, 2021 @ 12:34pm 
thx a lot, i just wanted to inform u, for your incompatible list, but if u can easy fix that, even better,

and yes its only the abilities from this mod, not suddenly all, but u found it faster by urself :D
dani  [author] 8 Mar, 2021 @ 12:02pm 
@RambelZambel

I had a look and see their abilities (IRI_Punch_Ability and 3 others) were indeed not modified by this mod. I exclude abilities that set "bIgnoreBaseDamage" because it seemed to be used for non-direct damage abilities (like Homing Mine). Not sure why that mod sets that to true, but anyway that's why they are excluded.

I can probably include abilities with that set to true as I check more properties. In the end if I enable this only affects 3 game abilities (PartingSilk,HomingMineDetonation, ArcWave) and I'm now checking if they work fine if I apply this mod to them. Looks fine. This mod also works for their abilities.

I'll likely release an update soon that will make that mod's abilities work with this mod.
dani  [author] 8 Mar, 2021 @ 11:10am 
@RambelZambel

That mod only seems to add a new melee ability, which should not interfere with this mod at all. Do you mean that specific mod ability can still miss, or all abilities can suddenly miss like regular shots? If it's only that ability I'd have to look into why. If suddenly everything doesn't work anymore, well that does not make sense :)
MaCC165 8 Mar, 2021 @ 10:45am 
not compatible with [WOTC] Hand to Hand Abilities, dmg doesnt change and u can still miss
Theobald 8 Mar, 2021 @ 2:01am 
After trying a bunch of new campaigns with different mods/options/difficulties, I must say it to you, sir:
You have solved the wonky difficulty-spike-on-starting-and-then-it's-snowballing-easier that plagued the game since ever.