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it's just RNG right?
bah, i guess stacking PROT is a more viable tactic...
though with the A.I being dumb as hell sometimes, it's a legit viable strat
Doesn't that remaining 10% represent the usual chance to MISS every character has?
Which is what the Fated positive quirk turns into a reroll?
I have no idea how Fated works. Maybe similar experiments can help.
(edit:) For this thread's topic, -ACC Debuff's (and all other buffs/debuffs) duration counts down *before* the target's action, and it disappears right before it attacks. An ACC debuff only affects two of the target's actions, and a DODGE buff has somewhat shorter duration if the target acts right after getting buffed.
...but it actually does this:
Kind of seems like the programmer(s) chose confusing names for the gameplay constants and then couldn't keep straight what they were supposed to do. (Notice that, even ignoring the names of things, this implementation is still wrong because cutoffAlwaysHit is applying a bonus instead of a minimum.)
Wow. So, hypothetically an ACC debuff with a duration of 1 round would do absolutely nothing? That is ridiculously misleading.
There are some exceptions though; Ripostes and "Bonus Initiatives" actions are not counted as actions and thus can be performed without removing the debuff. Watch the debuff values closely as the enemy acts.
Fixing the acc cap, making buffs/debuffs tick down AFTER the action of a character/enemy, not before and so on.... Are we able to fix this? Maybe that mod would then be called "The inofficial Patch" or smth.
- The cap has to be "100% - <CtH Lower limit>", so the lower limit must be set to 10%.
- These values are defined in shared/rules.json, so it would be incompatible with other mods which affect it. The same file determines values for walking speed, base Virtue Chance, effects of Torchlight, etc.
- If an attack misses, the next attack (by the same combatant, presumably) gains extra ACC, but this effect cannot be told to the player.
I have no idea how Buff/Debuff's ticking can be fixed by a modder. Probably it's impossible.
... My mod did this sort of stuffs, until I started to "fix" non-bug inconveniences and work around unfixable bugs in game-balance-changing ways.
(I would like options for andmore types of buff durations - ticks right before initiatives are rolled (handy for buffs to SPD/PROT/DODGE/etc, and maybe Guards), ticks based on the distance the party walked (good for some camp/curio buffs), and maybe more.)