Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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core difficulty and critical miss
its effing ridiculous, I play turn based mode and I get critical miss every single round at least once, dont tell me, dice isnt loaded
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Showing 1-15 of 15 comments
Mephisto Dec 10, 2021 @ 4:15am 
There are definitely some problems with random sometimes. When I went through dungeons of Drezen, I had to disable traps with different lore checks in the hall with fake banner. There were 2 checks and I had to reload 7-8 times for both of them. The most interesting thing was that for the first check I rolled 2,2,1,1,3,2,1 (I have made screens of that bull****), and the second check gave me values in a range 5-7 about 7-8 times in a row. It cant be just a random, it is some bug in random algorithm.
Last edited by Mephisto; Dec 10, 2021 @ 4:22am
tm0Lif3 Dec 10, 2021 @ 4:25am 
Originally posted by reprodukTOOOOOOOOR:
its effing ridiculous, I play turn based mode and I get critical miss every single round at least once, dont tell me, dice isnt loaded

core difficulty is quite easy. trust me.
MaLal Dec 10, 2021 @ 4:38am 
Dice is not loaded in any way, trust me. We don't like to scale difficulty with this type of mechanics, we use different instruments.
Gilgamesh Dec 10, 2021 @ 4:45am 
Worth getting the still hit on dice 1 mythic ability then
Last edited by Gilgamesh; Dec 10, 2021 @ 4:45am
seeker1 Dec 10, 2021 @ 5:17am 
The dice are not loaded. See other threads, a pretty extensive test was run on this.

As I keep saying every time this comes up, if you hate randomness, take the Aeon abilities that make you roll an exact result each time.
Im in the beginning of the game, but still how can I be that lucky ? I usually roll less than 10 on attack
Sklendath Dec 10, 2021 @ 6:09am 
for me it is normal to roll something like 1,1,3 in every figh but i NEVER saw 20,20,18
Conquista Dec 10, 2021 @ 6:16am 
so you never crit? i'm sometimes suprised about the amount of my crits and also feel bitter about the times i miss for rolling a 1, but thats part of the game
Tao314zdin Dec 10, 2021 @ 7:33am 
Originally posted by seeker1:
The dice are not loaded. See other threads, a pretty extensive test was run on this.

As I keep saying every time this comes up, if you hate randomness, take the Aeon abilities that make you roll an exact result each time.
Out of curiosity, did the check if it is sensitive to resetting as well?

I only saw people someone testing it by running it many many times in sequence and recording. That however does not exclude poor implementation in relation to possibly resetting it via save-loading.

I know it is a far-fetch assumption, but what if it uses some of the save-parameter as a seed and reloading saves causes it to produce similar results multiple times in a raw.

I almost finished 1st play-through and it was 6-7 instances where I insisted on reloading to get the roll I wanted, I got 1-2 more than two times in a raw at least twice. That is way below the mathematical expectation of the number of tries I need to make to get that, basically got 1/100 chance rolling up 2+ times out 6 or 7.
kirill-busidow Dec 10, 2021 @ 7:54am 
Originally posted by reprodukTOOOOOOOOR:
its effing ridiculous, I play turn based mode and I get critical miss every single round at least once, dont tell me, dice isnt loaded

The higher skill and knowledge you have, the less you rely on dice.
seeker1 Dec 10, 2021 @ 11:17am 
Originally posted by Tao314zdin:
I know it is a far-fetch assumption, but what if it uses some of the save-parameter as a seed and reloading saves causes it to produce similar results multiple times in a raw.

I almost finished 1st play-through and it was 6-7 instances where I insisted on reloading to get the roll I wanted, I got 1-2 more than two times in a raw at least twice. That is way below the mathematical expectation of the number of tries I need to make to get that, basically got 1/100 chance rolling up 2+ times out 6 or 7.

So, I don't know the ins and outs of the Unity Engine random generation subroutine, but this game uses it. The random numbers it spits out are the same, at least in theory, that any other computer program would spit out. I don't think loading from a save would affect this.
Tao314zdin Dec 10, 2021 @ 11:34am 
Originally posted by seeker1:
Originally posted by Tao314zdin:
I know it is a far-fetch assumption, but what if it uses some of the save-parameter as a seed and reloading saves causes it to produce similar results multiple times in a raw.

I almost finished 1st play-through and it was 6-7 instances where I insisted on reloading to get the roll I wanted, I got 1-2 more than two times in a raw at least twice. That is way below the mathematical expectation of the number of tries I need to make to get that, basically got 1/100 chance rolling up 2+ times out 6 or 7.

So, I don't know the ins and outs of the Unity Engine random generation subroutine, but this game uses it. The random numbers it spits out are the same, at least in theory, that any other computer program would spit out. I don't think loading from a save would affect this.
Well most random generators (as far as I'm aware) use seed and then rotate the value on a very long semi-random sequence. So same seed - same results.

But of course with a good generator if the seed is not exactly the same the sequence not supposed to have strong correlation.

Donno just a strange observation, mb simply a coincidence.
Gregorovitch Dec 10, 2021 @ 12:04pm 
Originally posted by Tao314zdin:
I know it is a far-fetch assumption, but what if it uses some of the save-parameter as a seed and reloading saves causes it to produce similar results multiple times in a raw.

Almost certainly, just like pretty much all software that uses RNG calls including games, the seed used for the RNG is the system clock. There is no need or reason to save this anywhere in a save file.

The only exception to this is if you want to implement an anti-save scumming system such as XCOM's which does save the current seed every save. But such games a rare and WotR definitely does not do this
Tao314zdin Dec 10, 2021 @ 12:32pm 
Originally posted by Gregorovitch:
Originally posted by Tao314zdin:
I know it is a far-fetch assumption, but what if it uses some of the save-parameter as a seed and reloading saves causes it to produce similar results multiple times in a raw.

Almost certainly, just like pretty much all software that uses RNG calls including games, the seed used for the RNG is the system clock. There is no need or reason to save this anywhere in a save file.

The only exception to this is if you want to implement an anti-save scumming system such as XCOM's which does save the current seed every save. But such games a rare and WotR definitely does not do this
Well as I said it is "far-fetch"(ed) ;)
DrHappyAngry Dec 10, 2021 @ 12:40pm 
Can we just get a post locked at the top of this board that says the dice are not biased and link to MReed2's tool on github with actual evidence and a means to test it and an explanation of random really means? This hopefully will put a stop to everyone that doesn't understand what random actually means complaining and might actually educate some people.

https://github.com/MReed2/Wrath-of-the-Righteous-Combat-Log-Analyzer

Baldur's Gate 3 caved to the pressure of the ignorant not understanding what random means and outright put in a loaded dice option to bias the dice in your favor. This is like A&W discontinuing their 1/3 pound burger because most Americans thought it weighed less than McDonalds 1/4 pound burger. I don't support this option at all except maybe for story mode/easy.
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Date Posted: Dec 10, 2021 @ 3:53am
Posts: 15