XCOM 2
Absolutely Critical
43 Comments
jordanthejq12 24 Sep, 2023 @ 11:45am 
Okay, so this mod actually DOES mostly work with Long War. Long War has a mechanic wherein crit chance is penalized based on hit percentage, so your flank crits aren't ABSOLUTELY critical, but good enough. Additionally, the Chosen have a critical immunity in the form of a 200% critical resistance, which does still function (by canceling out the +200% from this mod).
Killer23 6 May, 2022 @ 12:03pm 
im not playing long war,i started a new game and it doest show the crit boost,what happened
TITANMASTER25 27 May, 2021 @ 1:25pm 
So, all of your units, if they can crit, they do?

Also, does advent get these bonuses?
SenhorPicasso 14 Sep, 2020 @ 7:30pm 
Any solutions to what Omega Zero was saying?

Flanking Target = +200%
To hit = -25%
end result = 75% crit chance.

I have the second wave plus mod with absolutely critical option on and it does the same thing... Any ideas?

I mean I do want those -25% to be subtracted but... I also have deadshot and crit chance from shotgun and it does not apply, or it applies before the -25% and caps at 100%. Example:

flanking +100%
deadshot +10%
shotgun +15%
to hit -12% / dodge -12%
final critical chance = 88%

and that is bullshit.

Thx
Mr. Someguy 22 Sep, 2017 @ 6:42pm 
Man that's been a heck of a day!
Piggles  [author] 29 Aug, 2017 @ 1:31am 
I think it should be compatible with WotC unless they've changed some core mechanics with shot calculation or soldiers. I'll have a definite answer in the next day or so.
[The] Force 28 Aug, 2017 @ 9:56pm 
Oh I came here to ask if there was intent to update this to be compatible with WotC
[The] Force 28 Aug, 2017 @ 9:56pm 
Weird. This was working for me in LW2, any attack against a target without cover or who was flanked was always a crit unless it was a reaction shot (reaction shots can't crit, dunno if that's a pure LW2 mechanic or if it's base game, played LW for so long... heh.)
Fernandinho 26 Aug, 2017 @ 10:01am 
okey :(
Piggles  [author] 25 Aug, 2017 @ 8:42pm 
So this mod works by adjusting each units base crit chance to 200%. I had a quick search through the LW2 files and from what I can tell, this doesn't factor into their crit chance calculation.

Even though it says +200% crit chance in the shot info, it doesn't actually get used in the final calculation. It could be +5000% and it will still have no effect.

If you're interested in seeing where this is happening, you can have a look:
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\844674609\Src\LW_Overhaul\Classes\X2AbilityToHit_LWOverride.uc

I can't seem to find any LW2 configs relating to crit chance either.

Unfortunately, that means this mod isn't LW2 compatible in it's current state. Sorry about that, I'll update the mod description.
Fernandinho 25 Aug, 2017 @ 8:29am 
no prob dude, i love you.
Man i spent like 1 hour and a half trying to find the mod the conflict with yours, it was crazy
Piggles  [author] 25 Aug, 2017 @ 1:55am 
@DiOGO sorry, I missed your comments back in July for some reason.

If I get a bit of spare time this weekend, I'll look into Long War 2 and see if there's a possible conflict there. I still haven't been able to reproduce this myself despite playing fairly recently.
Fernandinho 24 Aug, 2017 @ 2:40pm 
shit i give up ;_;
Fernandinho 24 Aug, 2017 @ 1:55pm 
i was able to isolate what was the problem with the incorrect calculation of critical chances.
The responsible for this bug is long war 2, but i dont know if my edited ini's would be related
Fernandinho 14 Jul, 2017 @ 1:08pm 
Show Enemies on Mission Planning
Height Defence Bonus
Long war 2
Mod Everything
Mod Config Menu
Yet Another F1
True Concealment for LW2
Mission Award Variery
LifeTime Stats
All Extras pcp Mods but that i wont list cause i dont think its related
Grimmy's Loot Mod
XSkin System
Peek From Concealment
Additional Icons
Display Hit Chance of Xcom and Aliens
and some clothings, voices, weapons
Fernandinho 14 Jul, 2017 @ 1:02pm 
same problem as Om3ga, but wait a minute, im going to list all my mods here
Piggles  [author] 11 May, 2017 @ 1:38am 
@Thetysonbear
What other mods are you running?
Tysonbear 10 May, 2017 @ 9:22am 
I'm having the same problem as Om3ga, the extra 100% isn't added
Om3ga-Z3ro 6 May, 2017 @ 8:50am 
It was a bad example but it was just to show that Absolutely Critical doesn't apply to it, I will look into the issue with Shadow Op's but just to able to disable it should be enough, I will look into that and give the details.
Piggles  [author] 5 May, 2017 @ 8:26pm 
@Om3ga-Z3ro
Thanks for the reply, I believe I've figured the problem by looking at the Shadow Op's Class source code.

TL;DR: Shadow Ops modifies your crit chance based on your percent to hit. You can edit / disable this in the Shadow Ops config

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\651343461\Config\CritChanceChange\XComGameCore.ini

Extra details below:

Shadow Op's modifies the crit chance based on your percent to hit. The moficiation it does is calculated by:
FinalAdjust = (default.MinimumHitChanceForNoCritPenalty - ShotBreakdown.ResultTable[eHit_Success]) * default.HitChanceCritPenaltyScale;

Based on the defaults in the config of Shadow Op's, this equates to:
FinalAdjust = (85 - <chance to hit>) * 0.5;

Now I don't know why it would cut your crit chance down to 75% since those numbers don't really add up in your case. Maybe there's some extra stuff going on I'm not aware of.

Please let me know how you get on, hopefully this fixes it for you.
Om3ga-Z3ro 4 May, 2017 @ 11:26am 
Hmm, I tried testing each and every mod working with Absolutely Critical but I keep having the problem but I have a sinking suspicion it might be the Shadow Op's Class mod but I can't tell because I forever have this issue and can't revert it back, this mod worked before but all of a sudden it just rolled over and derped. I will keep investigating.
Piggles  [author] 4 May, 2017 @ 2:02am 
@Om3ga-Z3ro
Huh, that seems a bit odd. I haven't experienced this myself, do you have have any extra information? Steps to reproduce?
Om3ga-Z3ro 3 May, 2017 @ 12:33pm 
For some odd reason, no matter how high I increase the crit chance it always goes back to it's default value, the results shows:

Flanking Target = +200%
To hit = -25%
end result = 75% crit chance.

The extra 100% is never applied.
Piggles  [author] 7 Mar, 2017 @ 3:49pm 
Awesome, thanks for your reply!
bighungryjames 7 Mar, 2017 @ 11:41am 
Just taken a shot. No problem at all with LW2!
Piggles  [author] 7 Mar, 2017 @ 1:00am 
@bighungryjames
No worries, cheers for that.
bighungryjames 7 Mar, 2017 @ 12:26am 
@Piggles
Thanks for a super-rapid response! Guess I have to go for myself then... I'll notify here if I find any issues.
Piggles  [author] 7 Mar, 2017 @ 12:15am 
@bighungryjames
In theory it should, but I haven't tested it myself sorry.
bighungryjames 6 Mar, 2017 @ 8:44pm 
Sry for a yet another repeatative compatability question, but does it work with Long War 2?
Fury of the Tempest 25 May, 2016 @ 6:56am 
@Piggles
Alright, thanks for the help. A safe uninstall does sound cool, but until then I'll do what you suggest.
Piggles  [author] 25 May, 2016 @ 3:36am 
@Fury of the Tempest
Hey there, this is expected since this mod essentially modifies the stats of the soldiers.

I don't recommend installing/uninstalling mods during a single save, but sometimes it can't be avoided.

My suggestion to fix this without starting a new game save is to reinstall the mod, modify the config file to the default chance (might be 40%?), and then send all affected units on a mission. This should change their crit chance stat again to the new value.

Now that you've brought this up, I might see if it's possible to implement a "safe uninstall" kind of thing, but it won't be at least a few days until I can look at this.

Let me know if you need any help, and sorry about any inconvenience.
Fury of the Tempest 25 May, 2016 @ 2:01am 
Hey uh, I decided to remove this mod because whilst I decided that it made the game a bit too violtie for my liking. However the effects of the mod are still persisting in that flanked targets give me 200% critical. What's up with that?
Piggles  [author] 13 May, 2016 @ 7:50pm 
@ironfist
Yes, it does.
Moetician 13 May, 2016 @ 12:20am 
does it work with the new dlc?
Piggles  [author] 14 Apr, 2016 @ 1:25am 
@MrArkRaptor
Yes, it should if the melee attack could crit normally. So if you are in a flanking position with a sword, you will crit, however your chances are as normal if you attack over/through cover.
MrArkRaptor 12 Apr, 2016 @ 3:31am 
does this apply to melee attacks like in enemy unknown?
Piggles  [author] 28 Mar, 2016 @ 11:33pm 
@unikornus
Yes, it applies to all units.
unikornus 27 Mar, 2016 @ 8:41pm 
Does this affect alien units as well?
Piggles  [author] 22 Mar, 2016 @ 2:41am 
New version released.
Added a config, XComAbsolutelyCritical.ini, enabling changes the crit chance. Default is 200%.
BurningHeron 21 Mar, 2016 @ 3:31pm 
Absolutely Critical was my favorite Second Wave option (ruined you if you activated too many pods at once, though). Thanks!
Piggles  [author] 21 Mar, 2016 @ 12:32pm 
@Anomaly Of Awesome
That's a great idea, I'll put in a config file over the next day.
In the meantime if you look into the source code, you should find the 200 values quite easily.
Let me know if you need any help.
Zigg Price 21 Mar, 2016 @ 8:04am 
Is the actual %age able to be changed easily in an .ini or anything? I kinda like the squadsight critical penalty as a balancing factor, and actually increased it to 100% reduction. If not, not really an issue, I can adjust it on my side. Just curiosity, really.
Wombat 21 Mar, 2016 @ 4:43am 
Good stuff. Cheers!