Darkest Dungeon

Darkest Dungeon

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Accuracy vs "Hero to Hit"
 
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General: Gameplay Tweaks, UI
Tags: Bugfixes
File Size
Posted
Updated
0.111 MB
Aug 13, 2017 @ 8:41pm
Oct 1, 2017 @ 6:07am
4 Change Notes ( view )

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Accuracy vs "Hero to Hit"

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In 1 collection by Tailwind
Taliwind's Darkest Modding
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Description
See also: Accurate Display of Accuracy

Tweaks Chance-to-Hit calculation so actual Chance-to-Hit will be (presumably) precisely equal to the displayed "Hero to Hit".

Makes the game harder by:
- ...reducing everything's effective ACC by 10, letting RNG screw your gameplay more often. (Note that this change also affects monsters.)
- ...removing extra ACC heroes gain from missed attacks.

"Hero to Hit" caps at 90% with this mod, and so does actual Chance-to-Hit.

Does not work with an Attempt at Bugfixes and Balances but it also fixes the same bug.
Popular Discussions View All (1)
9
Nov 11, 2017 @ 6:24am
A Study of Darkest Accuracy
Tailwind
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11 Comments
Tailwind  [author] Dec 1, 2017 @ 5:20pm 
This mod should work with class/monster mods, unlike “Accurate Display of Accuracy”.
It’s possible to change caps to 5-95% (see “cutoffAlways...” values in shared/rules.json), but it has to satisfy [lowercap + highercap = 100%].
The behavior of buff/debuff duration (expiring before an action) is hard-coded, and I left their durations unchanged. One of my mods boosted some of buff effects based on their 2-action duration.
But I’m not changing this mod’s design. “Bugfix” is rather vague an idea for me and I want to keep this mod’s feature(s) minimal.
JustDin Dec 1, 2017 @ 7:59am 
Does this work with modded classes?
Also, could it be possible create caps of 5%-95% CtH? Without extra hidden values and a correct display. And have you thought about making buffs and debuffs lastig 3 turns and not 2, as it happens now?
Really like your bugfixes!
Tailwind  [author] Aug 27, 2017 @ 3:42pm 
Because they are just curious, I assume. Some like myself want to see what happens if a player-favoring "bug" is removed.

I admit this mod is not well-accepted, with only 46 players trying it in these 2 weeks, and 9 of them un-subscribing, and presumably some more disabling it but just not un-subscribing.
Abysswalker Aug 27, 2017 @ 8:24am 
Why would anyone download this?
Tailwind  [author] Aug 14, 2017 @ 7:56am 
(Considering how this mod works, "everyone attacks as accurately as the game tells" is much better an explanation than "the game tells precisely how accurate everyone attacks". Changed the description.)
... Deleted and re-posted the previous post because of grammatical errors.
Tailwind  [author] Aug 14, 2017 @ 7:07am 
I posted the results there , since writing everything in this section would cause more trouble, but feel free to read and maybe disagree.
Tailwind  [author] Aug 14, 2017 @ 4:47am 
I thought the "cutoff" values compare to the random number, not ACC-DODGE value it checks. I'll make an experiment soon anyway and report results here.

I forgot one thing: your theory doesn't seem to support the observed 10% -ish chance-to-hit from MONSTERS' attacks, which at least I could find nothing suspicious if your theory is right.

I also forgot to mention that, another mod of mine sets AlwaysHit to 0.9 and AlwaysMiss to 0.1. It would grant sure-strikes to 90% Hero-to-Hit in your theory, which doesn't seem true in my playtesting experience.

Still, I take full responsibility for making the game less predictable.
Jay Aug 14, 2017 @ 3:49am 
You actually made the game much harder by increasing the "cutoffAlwaysHit" to 1.00. That effectively means the heroes must have 10 More Acc to hit and if you have a 99% chance to hit and then miss. Prepare the salt for that one. It will be like Xcom all over again.
Jay Aug 14, 2017 @ 3:43am 
@Tailwind It is true it stops at 90% but that is actually the maximum because of the code "cutoffAlwaysHit" and true to the name of that variable 90% is made to always hit, it 'cuts' at 90% and makes it always hit. Just look at the chance to hit if you're attacking, and record every miss at 90% (It always hits). There is also "cutoffAlwaysMiss" so we can say that it is possible to get a gauranteed miss on high dodge.
Tailwind  [author] Aug 14, 2017 @ 3:36am 
@Jay

Care to provide a source? A piece of the in-game code, a detailed result of an experiment, anything would work.

I don't have anything particularly solid to support my theory, so I admit I shouldn't have written "+10 ACC" thing either. So I'll change the description here until I make another round of experiment.