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Post by fallen on Jun 7, 2015 9:35:03 GMT -5
From a new library entry --
Whenever an attack is made, all Critital % improvements are totaled. A D100 is rolled against the final sum Critical %. If the die is rolled under the Critiacl %, a Critical Hit is scored and the damage is increased based on the two damage multipliers for the attack type. This multiplication is done before armor soak is applied.
All attack types have a pair of Attributes or Skills responsible for their damage multiplier. Melee attacks use Strength and Focus, Grenade attacks use Willpower and Focus, Sniper Rifles use Stealth and Focus and all other ranged attacks use Quickness and Focus. Every point added to a damage multiplier stat increase Critical hit damage by 7%.
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Post by CdrPlatypus on Jun 8, 2015 7:50:43 GMT -5
This is interesting. A lot more complicated than HOS critical equation
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Post by fallen on Jun 8, 2015 9:09:37 GMT -5
CdrPlatypus - yes, but I think most notably also there is no randomness. You actually have stat control over the damage multiplier. That is not a +7% dice chance, that is a +7% flat damage multiplier.
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Post by johndramey on Jun 10, 2015 1:59:06 GMT -5
Whew, that's an eyefull! However, well laid out and it seems really transparent. Awesome work, it makes raising focus seem more attractive to me.
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Post by fallen on Jun 10, 2015 14:17:07 GMT -5
If you're building a Templar for Critical Hits, you now have some stat / skill priorities to play towards that.
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