[0.981] Minimum hit chance

Apparently there is no minimal hit chance. So you can stack dodge and be invulnerable. For example, Krax champion with 2 dodge and Evade enchantment in fortified tile is invulnerable to blind Forest Drake. Another example from game: Donya vs blind Forest Drake. Implementing a minimum hit chance solves this issue. Also maximum/minimum hit chance, maximum/minimum resist chance can add some sweet random in tactical battle.

4,176 views 15 replies
Reply #1 Top

Dodge is getting rebalanced in 0.982. You are right that this is a problem, although I don't agree that min and max levels are needed if the game is properly balanced.

Reply #2 Top

I like min/max hit chances in Age of Wonders, because it makes game more unpredictable - more fun for me.

Reply #3 Top

Quoting Heavenfall, reply 1
Dodge is getting rebalanced in 0.982. You are right that this is a problem, although I don't agree that min and max levels are needed if the game is properly balanced.
End of Heavenfall's quote

I wouldn't mind an implemented feature to always have 5% chance to hit something... - as a minimum, incase I stack dodge and throw blindness

Sincerely
~ K

Reply #4 Top

Quoting Heavenfall, reply 1
Dodge is getting rebalanced in 0.982. You are right that this is a problem, although I don't agree that min and max levels are needed if the game is properly balanced.
End of Heavenfall's quote

It's been months since I have been saying it.  Dodge should stack multiplicatively, not additively.

I.e. right now 10% + 10% + 5% + 5% + 7% + 30% gives you 67% chance to dodge, or 33% chance to be hit by a 100 accuracy enemy.

Each dodge should give you a percentage to dodge a strike that you otherwise hit you.

In the above example, each blow should roll 10/100 against the first dodge, 10/100 against the second, 5/100 against the third, etc...

And no, this does not make it the computation loop from Hell.  It's just  (0.9 x 0.9 x 0.95 x 0.95 x 0.93% x 0.6) or about 41% to hit.  So what the big difference you ask? 33% vs 41%?

 

The big difference is that it will be impossible to EVER reach 0% chance to hit. For example, right now we have :

Blind slag - accuracy 48.7%

Donya - dodge 53% (1 + 5 + 5 + 5 + 7 + 9 + 21)

Chance that the blind slag hits Donya, fortified or not, 0%. None, Zilch, Nada, Zip, Nichevo.

 

With my suggestion it would be.

Blind slag - chance to hit at all - 48.7%

Unfortified Donya - chance to be hit by any 100 accuracy attack 56.7%  (0.99 x 0.95  x 0.95 x 0.95 x 0.93 x 0.91 x 0.79)

Fortified Donya - chance to be hit by 100 accuracy attack 39.7% (0.99 x 0.95  x 0.95 x 0.95 x 0.93 x 0.91 x 0.79 x 0.70)

Chance for the blind slag to hit Donya? Fortified 19%, Unfortified 27.6%.   If you ask me, MUCH better.

Reply #5 Top

It seems there is minimum hit chance. I tested champion with 65 dodge vs blind Slag. I skipped about 100-200 rounds in tactical combat and finally blind Slag defeated the champion. Maybe minimum hit chance should be increased.

Reply #6 Top

There is a minimum hit chance.  I believe it is 5%.  So you should always hit 1 out of 20 times.  Assuming those algoriyhms are working correctly that is the design intent.

Reply #7 Top

Are you guys sure about the 5%?  I've used Donya against two forest drakes, one slag and a bunch of trolls, and not one has landed a blow.  She'd have died, I'd have noticed :-)

...

 

Of course, now that you've scared me, she is getting Adventurer's Boon next time it shows up.

Reply #8 Top

Quoting Tuidjy, reply 8
Are you guys sure about the 5%?  I've used Donya against two forest drakes, one slag and a bunch of trolls, and not one has landed a blow.  She'd have died, I'd have noticed

...

 

Of course, now that you've scared me, she is getting Adventurer's Boon next time it shows up.
End of Tuidjy's quote

Haha I never noticed it either, always dodged when the dodge stat told me I would never get hit... Hmmm hidden mechanics >_>

Sincerely
~ K

Reply #9 Top

Blind Slag with accuracy 48 vs champion with dodge 65. I tested it 3 times. Results: 136, 550 and 202 misses. Maybe minimum hit chance is 0.5% rather than 5%.

Reply #10 Top

Quoting harmonius_, reply 10
Blind Slag with accuracy 48 vs champion with dodge 65. I tested it 3 times. Results: 136, 550 and 202 misses. Maybe minimum hit chance is 0.5% rather than 5%.
End of harmonius_'s quote

Silly decimal points!

Reply #11 Top

 

  Hmpf, checking the code shows no such limitors in place.  Inserting them now.

Reply #12 Top

tbh it seems a  terribad idea

 

if i blind someone and have 60 % dodge i WANT to be immune to his attacks at least untile blind wears off

 

i dont see a logical reason to use limits

Reply #13 Top

I think that if you are fast and I am blind, and you are attacking me, there is the tiniest chance that my wild swings make contact.  As a D&D nerd, I want my chance to roll a natural 20.  

Reply #14 Top

not only it deprives numbers of their significance but its also bad in a gameplay way

 

if you blind an enemy and have high dodge your strategy IS not taking any phys hit

leaving a chance just make RNG prevail on common sense and strategy

 

if devs dont want a 100% dodge to happen im fine with it (in fact i told many times dodge was op and had to be nerfed) but that is to be done via balancing stats and buff/debuff

 

Reply #15 Top

Quoting Derek, reply 12
 

  Hmpf, checking the code shows no such limitors in place.  Inserting them now.
End of Derek's quote

Does the GUI in tactical battles reflect the 5% minimum chance to hit, too? For instance, when you highlight a unit that could have lower than 5% chance to hit would you see 5% shown?