XCOM 2
[Non-WOTC] Original High Hit Dodge Behaviour
70 Comments
Void Smasher 9 Jul, 2019 @ 12:57pm 
@PatientLandBeaver Mod author answered already, read comments. And No, it doesn't needed for LW2. Read https://www.ufopaedia.org/index.php/Mechanics_(LW2) to know how to-hit mechanics works in LW2.
PatientLandBeaver 20 Jun, 2018 @ 4:19pm 
Is this needed for LW2 or does it already use this fix? Thanks!
Mr. Nice  [author] 8 Sep, 2017 @ 1:59am 
Player 2.0 31 Aug, 2017 @ 7:40pm 
Thanks for making this mod! Excited to use it in my new WotC campaign but take your time :)
Mr. Nice  [author] 30 Aug, 2017 @ 5:09pm 
Well "needed" in as much as they haven't changed the hit/crit/graze behaviour in WotC. I haven't looked into compatability with WotC yet though. I'll probably be working on the Scars and Rapid Fire mods first though, sorry!
Vaeringjar 30 Aug, 2017 @ 4:27pm 
is it compatible with WotC? and is it still needed?
[TuP]tammi 6 Apr, 2017 @ 1:29am 
i just now realize how the original game work! at the first time i know that xcom based on RNG and there's a chance to hit / crit / dodge. my first thought was, when i take a shot, is that a hit or miss? so if it hit, is that roll out as crit or dodge or just a normal dmg?(just like grazing fire mechanic in lw2 i think). why the developer decided to put all thing in to one bar (roll just 1 time) and cap at 100. if they want to roll 1 time then all value should be involved (not cap at 100). btw i'm not a modder and sry for my bad English.
Kastagir 28 Feb, 2017 @ 3:00am 
Wonderfull, very much thanks for that, and for keeping it up .
Big Brother Max 18 Feb, 2017 @ 11:04am 
kk thx
Mr. Nice  [author] 18 Feb, 2017 @ 9:15am 
I haven't dug into how LW2 handles this stuff either, but with it overhauling the hit/crit/dodge system on its own terms, I don't think this mod is appropriate for LW2.
=[NK]= Col. Jack O'Neil 18 Feb, 2017 @ 9:11am 
So is there any way with lw2 system (I'm still confused how it all works!)

All rolls are rolled separately,
More than 100% aim increases crit, and dodge is just the base value of the target??

Something like that?
Big Brother Max 14 Feb, 2017 @ 3:47pm 
this work with lw2
Leion 23 Dec, 2016 @ 6:42am 
Man I knew something was wrong with the hit calculations made by Firaxis. This is much cleanner thx a lot for this mod dude. Now I can play legend without the felling i'm getting cheated by the AI.
Postmaster 4 Dec, 2016 @ 7:14pm 
This is cool, I just about jumped across the room when my 100%+ crit failed. Now I know!
Witteren 8 Oct, 2016 @ 12:31am 
I see now thanks for letting me know. ^_^
Mr. Nice  [author] 8 Oct, 2016 @ 12:22am 
@SurgingWolf: not sure what you're asking about 99/100% hit chances. Like most mods, I list my class overrides to help people check compatability. If you run two mods which both override the same class, then the mods by definition are not (fully) compatible with each other. You don't need to know what class overrides really do unless you get into xcom2 modding yourself! With .ini modding you can choose which mod's override "wins", and achieve partial compatbility if the loss of functionality to the other mod is minor. For example, with my "AWC Cost & Other Fixes", where all "fixes" can be toggled in the .ini, the two overrides are just there to support the Implacable fix, so the mod is largely functional even if it gives up those overrides to another mod. With this mod however, the StandardAim override is critical to its functionality, without it you may as well not bother!
Witteren 7 Oct, 2016 @ 11:46pm 
does this mean either 99% or 100% hit chance and when you say override following classes does that mean you can't use them or it just affects how they work?
=[NK]= Col. Jack O'Neil 12 Sep, 2016 @ 1:59pm 
Thank you for clearing that up :) even although honestly I'm still confused ;p thank you!
Mr. Nice  [author] 12 Sep, 2016 @ 11:06am 
@Jack O'Neil: Well it differ's by being completely diferent :steammocking:.
EU aim rolls, assuming the flow chart in it's description is accurate, does seperate out the rolls, although dodge is subserviant to crit.
This mod effectively changes how the "table" of results for the one roll is created, and makes no difference when the chance to hit is less then 100. As the fluff above says, it was originally a "bug fix" to stop a hit chance over 100 actually making criticals less likely against aliens without dodge, and even against those a high enough hit would start impacting critical chance. However, it maintained the behaviour that a hit chance over 100 slowly reduced dodge chance. The first major Xcom2 patch also fixed the impact on criticals, but also eliminated any chance to dodge once hit was 100+. So this mod lived on, under a new name, to revert to the original interaction between 100+ hit and dodge.
=[NK]= Col. Jack O'Neil 11 Sep, 2016 @ 12:27pm 
Hey! so even although I've been subbed to Eu aim rolls, I've stll no idea how it works.. How does yours differ??

Mainly I'm after a mod that has independant rolls of each other when it comes to hit, dodge and crit
Jabel 8 Jul, 2016 @ 3:22pm 
Ty for the quick reply. Subscribing.
Mr. Nice  [author] 8 Jul, 2016 @ 12:15pm 
@Jabel: Had a look over "Xylth's Crit Chance Change"'s code, and I'm 99% confident they should work fine together.
Mr. Nice  [author] 8 Jul, 2016 @ 8:27am 
Probably, he hasn't mentioned overrides in his description which is usually a good start! I'll have a link at the code for Xylth's mod later tonight too confirm.
:eagle:
Jabel 7 Jul, 2016 @ 4:17pm 
Compatible with Xylth's Crit Chance Change or do these mods basically do the same thing?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=702851783
Mr. Nice  [author] 9 Apr, 2016 @ 10:22am 
Lol, that's ok. But when I made the immediate post patch update I also changed the description fluff above to mention the interaction with the patch ;-). I changed the name to the current one, and the description to essentially the above, once the patch was pushed out to Mac/Linux users as well.
IceMaverick 9 Apr, 2016 @ 9:42am 
Ahh, thanks for pushing some update that made me check the changelog for this. Now I finally found out what was making me still get dodges at 100% chance to hit. I have other mods that tweak dodge around the new system and I've been trying to figure out what was breaking my expected behavior.
Carentino 13 Mar, 2016 @ 4:54am 
I'm still going to use this becuase I actually like to push of dodge and not just getting it to clip at 100%
Quvano 10 Mar, 2016 @ 5:22pm 
I'm going to stay subscribed because I'm not a fan of the cliff drop for dodge at 100% and prefer your gradual decrease.
Mr. Nice  [author] 10 Mar, 2016 @ 2:28pm 
lol, that should be unsubscribe not subscribe in the 2nd paragraph of course!
Mr. Nice  [author] 10 Mar, 2016 @ 2:27pm 
@Bullett00th: Thanks, wierdly mixed feelings here too, but when you make a "bugfix" mod that's always the chance you take that the Devs will fix it in an update too! There's also the chance that the bug only came to their attention because I made a mod for it, so who knows? As one last Harrah I'm going to recompile it against the new source code, so include the new no-concealment-dodge (although have they stopped unconcious vipers dodging zero range shotgun blasts as happened to me the other day? grrr... etc ;-)).
In the short term that's a reasonable compromise between Mac/Linux users and Windows users not realising they may want to subscribe.
Longer term I may rename the mod and keep it around incase people want the less cliff-edge behaviour of Graze, PBD at least might appreciate that :steamhappy:. You can change the "friendly/visible" name of a mod without it changing name internally which keeps old savegames happy.
Mr. Nice  [author] 10 Mar, 2016 @ 2:12pm 
@RussischerZar: Ooh, good catch! Just checked the code and there is a conflict there.
That change is implemented in X2AbilityToHitCalc_StandardAim, which my mod "extends" then overrides.But my mod is compiled against the original source code, so will revert that behaviour too. Infact it's an immediate example of an issue I mention in the patch thread, although the SDK has been updated and includes the new source code, the mod Templates have not been updated, so even new mods may cause accidental reversion of behaviour.
Bullett00th 10 Mar, 2016 @ 1:54pm 
Almost sad to unsub because I really value what you did here, but please take my gratitude for doing the developers' job and being great at it.

Be sure to post here in case you create anything else, cause I'll be following.
RussischerZar 10 Mar, 2016 @ 1:48pm 
Might be worth considering. I guess the no-concealment-dodge isn't affected by this?
Mr. Nice  [author] 10 Mar, 2016 @ 1:44pm 
Sadly yes, unless you want the more gradual reduction of graze instead of the cliff edge. After only one glorious week! I'll leave it as is until after the mac/linux patch is out though.
RussischerZar 10 Mar, 2016 @ 1:37pm 
So this mod is pretty much obsolete?
Mr. Nice  [author] 10 Mar, 2016 @ 12:48pm 
Will checked the updated SDK, and it does exactly as the notes say, so it does the same as this mod for Chris, BUT it completely eliminates grazes soon as hit reaches 100, creating a"cliff edge" effect!
Mr. Nice  [author] 10 Mar, 2016 @ 11:03am 
Saw the patch notes too. They make an interesting comment about graze&100 hit too.Got the accompanying SDK update downloading right now to see what they've done.
Bullett00th 10 Mar, 2016 @ 10:10am 
So the patch is out and they seem to have fixed this... partially?
Mr. Nice, could tou confirm/deny?
PBD 10 Mar, 2016 @ 12:45am 
@Mr Nice: Well yeah, but in my experience, Vipers (or enemies with abilities, for that matter) tend to put themselves in easily flanked position to try to get the most out of their abilities.

@Meanwhile: I don't think so. Aliens realize you shot at them (and didn't miss), so they try to dodge, no amount of aim will give you trajectory-changing bullet. (Different interpretation of the dodge mechanic, I guess).
Meanwhile 9 Mar, 2016 @ 8:04pm 
Part of me wanted to agree with PBD, but the more I think about it, the more I feel that, yes, massive amounts of hit SHOULD mean that your shot can no longer be dodged. Thank you for fixing the game. It's mind-blowing that so many professional programmers are so bad with numbers.
Jason 9 Mar, 2016 @ 5:43pm 
It's bizarre Firaxis implemented a messed up hit/crit/dodge/miss scheme like that. How the hell do you dork up basic mechanics like that on a game this big? That's embarassing.
Mr. Nice  [author] 9 Mar, 2016 @ 5:32am 
@PBD: Certainly not hard to do, as you say it's certainly defendable as what the devs might well have done if they realized hit>100 had odd side effects with the current implementation. I think you're the first person to essentially say that they want more dodging on high hit/crit attacks though :steammocking:. It still takes 149 Hit to finally stop Vipers with 33 dodge (on Legend at least, can't remember if its the same at Commander or lower) ever getting Grazed!
PBD 9 Mar, 2016 @ 5:11am 
Is there any way that could make a variant to limit the hit area before dodge is applied (160 hit/100 crit/25 dodge becomes 75 crit/25 dodge)? I think it would be more in-line with the devs wanted since dodge scale with hit (also, it'd be a bit more challenging).
Hayyy 8 Mar, 2016 @ 3:33pm 
Firaxis really released a mess of a game. I still enjoy it but it's a bad trend to let modders fix your game for you *cough bethesda*
Naeddyr 8 Mar, 2016 @ 6:11am 
I was thinking of installing that "always open the hit calculation flaps" mod I saw, and might as well get this too. Thanks for the mod!
Mr. Nice  [author] 8 Mar, 2016 @ 12:53am 
The coding in some ways is clever and compact, it implicitly uses that a negative number it's as good as zero for impossible to not have to directly check for crit being larger then hit for example, which it would if it effectively "filled crit from the left". But as a long time programmer, it's clever compact code which relies on"side effects"which often has unexpected edge cases! It's not too long into the game that closer up rangers or elevated snipers start getting >100 hit against exposed targets. Is just that its harder to tell that your 50 crit has really been lowered to say 40. Remember that you have to open the fly out to see if a hit is really larger then 100, since the bigger number by the flyout button caps at 100.
Naeddyr 7 Mar, 2016 @ 10:24pm 
Wow, what a strange coding thing from Firaxis.

I completely thought that the crits would take precedence over hits, that is, that in the chart above "crits" yellow should be to the left of the "hits" red, so that the red is pushed out.

Well, I haven't gotten hit and crit chances where this would matter yet, but I'll keep this mod in mind when I do. ;)

What will happen if Firaxis "fixes" this issue? Or do you think they ever will? :p
Mr. Nice  [author] 7 Mar, 2016 @ 10:30am 
@-bg-: See earlier replies on compatability, besides, the "maybe todo" list entry wouldn't seperate it into a different roll, but rather scale it down before the roll (essentially like already happens to turn Dodge into the Graze chance).

@big/RussischerZar: Not compatable. That mod actually has this issue worse with enemies with dodges, since it reverses the roll of dodge and crit, so crit will be pushed out before dodge! Actually I've learnt a bit more about different ways to make template changes, but even if that works, although that would make them superficially non-conflicting it would introduce odd behaviour, since it would allow an amount of crit equal to the scaled dodge to slip above 100 first. It needs a different but similar fix.
The X2GateKeeper issue is the same as the SharpShooter issue I rant a bit about above, but it only involves it's AoE abilitiy, which can't crit anyway so changing it over would make no difference.
RussischerZar 7 Mar, 2016 @ 9:52am 
I'm guessing this is not compatible with No crit dodging ?

Does your mod do something similar, so I can just replace the other one with yours? Also, I saw that the author of the other mod altered something in X2Ability_Gatekeeper, is that needed here too maybe? I mean it's somewhat similar enough that this might be relevant. :)
-bg- 7 Mar, 2016 @ 9:51am 
@Mr. Nice you don't need to create a separated version which rolls crit separately because the EW hit roll mod doesn't have this problem.