Xcom 2 hit chance mod And i have very bad luck. ini (within steamapps\workshop\content\268500\844674609\Config) you can edit XCOM's hit chance modifiers depending on difficulty level. Now if you have a 100% chance to hit, the target's dodge stat is bypassed so the shot cannot be a "graze" hit. I tested an experiment. Thanks in advance! Share Add a Comment. (I haven't seen a stunned mob dodge yet but it happens in vanilla. Please use the mod at your own risk, I will not be responsible for any monitors thrown out the window. A roughly 1/3 chance to hit lands half the time, a roughly 4/5 chance to hit misses half the time. Not only This mod makes a simple change to critical hit chances: shots with a hit chance below 85 take a -1 penalty to critical hit chance for every 2 points below 85 the hit chance is. Being in cover - or having other defensive bonuses - makes hits more likely to be crits, which is idiotic. > Shows hit chances for reaction fire and enemy shots in flyover popups (does not yet count aim If Xcom 2 says you have 80% chance to hit, you will land about 9 out of 10 times. Most characters have 33 or 40 from flanking. It's an interesting game, but I prefer XCOM overall. Imagine a shooter and a target. ) Seems like I The reason for you missing shots, OP, is that the random number you get on that particular roll is higher than your hit chance. 0% hit chance bug, information overlay is buggy a shame really, this was a great mod and was hoping to use it on a new playthrough. - Fixed: new name on classes that should be unique so the mod should not crash that easy with other mods that use same class names! This means that you'll never graze with regular shots if your hit chance is 100% whereas you will always graze against an enemy with 100% dodge if your hit chance is 99%. XCOM 2 > General Discussions > Topic Details. Share The current state of hacking is a disaster and while it would be nice to gain a small bonus for low hit % shots but aren't there some mechanics so long story short I used to play LW2 a lot and I was ok with it regarding hit chances but yesterday I tried lwotc and my god the ammount of 70+ and 80+ flanked hit chances I have missed (even 90+ a couple of times) seemed surreal. In vanilla XCOM 2, increasing your defense XCom Base Hit Chance Modifier - This is an automatic bonus granted to all shots by the player. If x less than or equal to hit chance, it's a hit (but they'll probably dodge, because that's xcom) anywho, there's always a 1% chance of hitting, even with a "0% hit chance" Am I the only one who noticed that if you save a game, reload it, and do exactly the same actions, you will hit and miss the exact same times you did in the last game? I tried this 5 times in a row on one save (one of my guys got killed), and the results were exactly the same every time, including the enemy's actions. This is before other modifiers are applied. Show Enemies and Terrain on Mission Planning : During mission planning, it shows the terrain type (Tundra, Abandoned City, etc. Also, it’s an “XCOM” ability which are randomized. All they can do is improve the experience. If you just hit a somewhat risky shot (that would be 75% or less), expect the next one to miss, even if it was a high percentage chance to hit. All soldiers had 2 pips or armor. Taking 2 actions lands you at 2, meaning you will miss again etc. Yeah just seeing this mod made me better appreciate the importance of random chance to this game's design. For testing purposes, I would be interested in emulating this discrete hit chance distribution in XCOM. Really aggervating. Discussion sub for the turn-based strategy game from Firaxis, XCOM 2. Also, being "a lot" doesn't mean people are right. Displays Hit/Crit/Dodge % for XCOM and Aliens (Configurable) and much more. Your sixth shot scores 07, which you means you will only hit with shots with 93%+. The check for the hit and the check for the crit Thanks, I did not know that. Hope I XCOM 2 > General Discussions Jan 1, 2023 @ 4:14pm The only 2 things 100% in life are taxes and death! Hee Hee! But seriously, 100% chance to hit what you are aiming a flaw - it will apply the aim penalty after setting the hit chance to 100%, so the actual shot will have like 85% to hit, and may well miss. Note 2: An upgraded Ripjack also has a chance to stun and ignite targets on fire, so the combo described above will (1) displace an enemy from cover, (2) strike with the Ripjack three times in a single turn, (3) sometimes light the target on fire, (4) sometimes stun the target, (5) set the target up for Bladestorms from nearby Rangers or Ripjack Retributions from other nearby Skirmishers. 165. Per page: 15 30 50. Remove any Mod perhaps that changes core experience but bug fixes can only be a positive. ) and number of expected enemies + enemy type once you have the Railroad tends to be easy for me, as you are under less time pressure, as there are a lot of those nodes you have to disable clustered together and there is less open space, better cover, so you can avoid a lot of the line of sight and sniping risk from the thin men, as well as close the distance to use grenades and avoid their over-watch. -The enemy unit specializes in actually hitting the target, you specialize in missing or grazing, suddenly that stormtrooper Or if, in the same scenario, the soldier is holding rifle, the enemy is too close and the chance goes down to let say 40% (for the weapon), it's gonna be 40*0,80=32% chance. I mean seriously come on XCOM. I'm playing long war 2 and get 100% chance to hit when flanking at 1-3 tiles away. Acquiring Hack chance. In a more ridiculous example, if you had equal chances to hit and crit, every hit is now a crit. > Shows hidden Aim Assist bonuses to your hit chance in targeting UI. So if your rookie have 65% hit and advent have high cover the final damage is 65-40=25% × damage, wich will probably 1. If the That means +40% to hit when 1 tile away with a conventional pistol; +35% to hit when 2 tiles away; and so on. Then, you flashbang the alien to bring him to 10% Crit/50% Hit, and now it's a 1/5 chance to get crit. The hit chance you see is the hit chance you get. 0 Miss-Streak Hit% Chance Adjustment - Bonus Hit % granted for each shot missed in a row. I'd say that the average was 1 hit per 3 chances, if I was Very cool mod u/sectoidfodder, it's really nice to see the odds that your xcom are risking! Quick bug report: It doesn't look like the dash modifier is being applied to enemy overwatch shots hit chance. 88 5. Collection for "quality of life" improvement mods for X-COM 2. Admiralthrawnbar. 12 out of 12 times he misses. so if he has 10% chance to crit and 10% chance to hit, his hit will always be a crit. People forget it's not a static battlefiled. Currently only supports shots [This stacks! And it can take their hit chance down to zero!] On normal and veteran, if you have [less than 5 soldiers, then for every soldier who has died,] you get a bonus to hit (+15 on A new Hit% is now displayed next to the existing Hit% for all shots showing how likely this particular soldier is to hit given the actual hit chance and also their luck. I think it's safe to say that it's painfully obvious by now that there's more going on with XCOM 2 that's apparent since missing a 98% chance to hit is a extremely frequent, and a 2% chance of something occuring is so exceedinly ♥♥♥♥♥♥♥ rare to happen it's obvious that Xcom2 is just tweaked to ♥♥♥♥ with the numbers to spike the difficulty. However they usually have 25% hit chance when shooting at someone in full cover, so they should have less than 100 There is also a mod that adjusts hit chances to conform to human psychology issues. One way to bump up Commander without hitting Legend would be to use several enemy mods, primarily A Better Advent, with others to taste (such as BioDivision, or a lot of stuff by Claus - his recent Assault Troopers addition is great). My rookie has -1 defense and is dashing. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews This mod (MCM) is a shared settings menu. Take the same shot over and over! Critical hit every alien! Let a squad member die in a horrific Groundhog Day pastiche until finally, mercifully, the alien with a 99 percent chance of hitting misses! I had 6 soldiers with 50% chance to hit a group of drones, and I ended up landing a single shot. I repositioned somewhere else. Sharpshooter with Talon Rounds, Guerrilla Tactics School So, I think "Save Scum" is on by default in XCOM 2, meaning reloading the save does have a chance at the same action resulting in a different outcome. I’m sick of seeing this This mod displays the hit chance on shots for both XCOM and the Aliens. After all those factors, then RNG adds some more random factor to it. Using a Anyone know if there is a mod that increases/rebalances the % to hit ratio in this game? I'm getting insanely sick of constantly missing high percent chance shots at critical times. I recommend using Perfect Information, which now includes all the features in this mod, including the last of my TODO list that I never figured out. XCOM 2 close Clear game filter. Currently only supports shots but support for mind-control etc. 1K votes, 46 comments. How hard would it be to develop a mod that rounds your final ability to hit to : 100%, if originally 75+% 50%, if originally between 50% and 74% 0%, if originally under 50% -The enemy killed your full health unit with 14% hit chance, you cant hit a bloke with a shotgun with 94% hit chance. You save the game at that point. I know this is incredibly technical, but Xcom 2 has this weird calculation where even with an (apparent) 100% to hit and a 100% crit chance you don't always land a crit. From my experience, it seems like the accuracy of the displayed percentage becomes worse the higher or lower it goes. Reply reply More replies More replies. 5% 10% 15% In XCOM 2, every enemy has a crit chance. A dodged graze will "downgrade" a graze to a miss. sebkulu Dec 31, 2017 @ 3:11am Hi guys And Happy new XCom 2 Modding Year! :-) XCOM 2. [1] From defaultgamecore. Its a chance to hit, not a gaurantee. #8. The settings can be altered by opening the XCOMDisplayHitChance. There a mod out there that makes like 70%+ chance to hit a guarantee. XCOM 2 really did use (still (the mod) you will see lots of low percentage shots by advent. If the number is higher than your hit percentage, you miss. CharacterBaseStats[eStat_ArmorChance]=50 CharacterBaseStats[eStat_ArmorMitigation]=2 Well, just did a quick test and it confirmed that it does indeed affect the chance for armor mitigation: Tested on rookie difficulty, new game. at a certain point, the accuracy starts to drop the further away you are Health is a statistic in XCOM 2 that determines how much damage a unit can take before its death; when a unit's health reaches 0, it dies and can no longer be used. #6. If you have a 30% chance to hit, It also depends on distance to target, type of weapon mods installed, cover or the target, flanking or not, etc. But on the ones i NEED to hit, to kill, with 74% chance, i miss. How much of a chance will differ from situation to situation freelance social board - remember, TOU still applies! XCOM is about alpha striking, and this mod makes it somewhat harder to alpha strike pods (you always get the first opportunity to attack, so things that increase the damage of both sides tend to benefit XCOM). I'm hoping this is a bug and not a feature. Further, if you miss a shot, you get a hidden 15% hit bonus until you miss again (including on Commander difficulty). Some work for you, some work against you, but all are If you are playing on Rookie or Veteran, you get a bonus 20% and 10% hit (multiplicative) respectively. Is it true that you don't need to first aim and hit, then the crit chance is processed only if your hit lands, but that in xcom 2 crit is processed first so you crit is a guaranteed hit? if you don't crit only then your aim chance is calculated to see if your normal shot connects, that's what i heard. 6%, but the UI was rounding up to 100%; if XCOM 2 uses a similar system, it's entirely possible that this is what's happening again. Date Posted: Feb 11, 2016 @ 1:44pm ADMIN MOD How is this only a 45% hit chance😂 XCOM:EU/EW Share In XCOM 2, you would get a Good Or statistics say you have a 95% chance to hit this shot so how in the fuck did you land in 5% of missing that shot Reply reply Has anybody had experience with new faction mods on XCOM 2, They can hit hard depending on who you face and are pretty tricky as they got some There's also the Rebellious mods which make rulers and MocX their own faction giving you a chance of an epic 5 way battle however Lost do ignore Raiders so don't rely on the zombies Um yeah - if the little red or yellow alien head is showing above the menu bar, you've got a chance to hit. so, expirienced having a full squad with about 80 - 90% hitchance taking shots at an enemy and missing every shot? Here is why: When they created the system and put the RNG aspect in it they were not talking about the chance to hit, they just put in a random number so that the screen was filled with interesting numbers. Two Advent troops left, 3 soldiers left. Also Unit Flag Extended will show loot icon on enemies: "Loot can be toggled to only display after scanning protocol, battle scanners or scouting by Reaper target definition. Double-extremely-low-chance misses should come up so rarely that you hopefully won't be as upset by them. Let the salt flow. Some mods require this mod in order for you to use the in-game configuration menus. 3 campaign and this is by no means an extensive sample size. A 20% hit chance with a 10% crit chance will crit roughly half of the time. Apr 30, 2016 @ 5:05am A soldier with 60% chance to hit a enemy with 0 defense in Full Cover means a total aim of 100, as Full Cover penalizes aim by 40. Impossible to get 100% all the time specially when having a decent progress through the campaign not to talk about timed missions or when we already start with detected status so the 99% fake chance will constantly happen wich makes the gameplay to depend on snipers: if they're within blue walking range, the closer they are to you, the lower your chance to hit with sniper rifle. You rarely have a 100% hit chance, and this represents the fact that enemies do not, in fact, stand completely still in combat, waiting to be shot This mod adds in to the loot tables of every enemy a chance to get supplies, alloys, weapon mods and PCS in addition to corpses. For this mod to do anything, I have to choose to take the shot, hit the shot, hit the shot on a target that wouldn't have died to that shot in the first place, and then there's a 5% chance that it kills him. But you don't take them because the odds are not exactly, 'great'. A good general strategy is to make sure to bring units which can get 100% hit chance against lost easily when up close, so rangers, sharpshooters with their pistol and templars with their autopistol. upvotes Gone are the days of troopers having 100% crit against people in heavy cover + aid protocol, since in XCOM 2, hits, crits and dodges shares a single roll, so if the crit chance is higher than hit chance, it always crits as long as the target can't dodge, dodge is less affected because the dodge roll is calculated based on dodge stat * hit chance. Modding! What's a game without it, especially since the guys at Firaxis made a big deal about increased mod support in XCOM 2 compared to Enemy Unknown. I just shared my opinion because OP asked for a list of "mods that fix bugs, add key functionality, and the like". Dodge no longer supersedes crit. You have a 70% hit chance meaning you need a roll of 30+ to hit. There are several armors which give dodge, which increases the chance of receiving a "graze" result that deals half damage. Anything else will always miss. When aiming in XCOM, you’re told your chance to hit and chance to land a critical hit as an on-screen percent value for each. ADMIN MOD MOD request - point blank = 100% chance to hit . Another thing For a good counter-example for why the crit/hit table stuff was made the way it was, look at LW2. Disoriented status gives a -20% to aim. #2. There are mods that seperate these rolls, so that a 10% to hit with a 10% crit will translate to 9% regular hits and 1% crits, should you want to change If you look at the Mods - the majority are literally bug fixes. I repositioned him. Templates. If you took 15, that chance would still be about 2%. More . Because 3! 3 dudes missed a flanking shot that was 70% or over chance to hit on classic ironman. 93 6. It now will show you what Aim, Crit and Bonus damage. You will see it happen a lot with late game enemies (normally followed by a feeling of rage). 46 3. shows up as being the xcom 2 verison in the mod laucher donuts Jan 11 @ 6:47am Doesn't seem like this works anymore with the new the only thing that seem to work, is reversing Hit/miss chance, which is displayed like the standard value next to health bar I am not getting any windows, any values anything Tried to uninstall, reboot The in-game UI wouldn't show the hidden bonuses without a mod, though, and I would expect such a mod to account for the cap. For example, a shot with a hit chance of 65 has -10 to crit chance, and a shot with a hit chance of 45 has -20 to crit chance. I am thinking if that's the case, adding crit mod to weapon is better than accuracy. 07 So, as your first shot is 25, a to-hit chance of 75%-100% will ALWAYS hit. Showing 1 - 15 of 20 comments XCOM 2. There's 10 enemies active, taking shots that have a ~10% chance to do anything at all, and usually around a 1% or less chance of doing actual relevant damage. The supply thing is definitely a bug though. All Discussions AS for mods bound to be or you could just edit the ini yourself to boost everyones aim right off the bat. Thats not how it works. on 49%s, ill hit and do 2 damage. This mod chances that to 10% hit and 1% hit and crit, like it was in XCOM EU/EW. You might be bias in your tests because you do not test the lower % chance to hit. If you mod XCOM 2, mods like "More Skirmishing" and similar rebalance acts do a lot for this class, and while I won't go as far as to say it's necessary to do this to get a lot Enemies usually operate at 80 aim on Commander level. Cub3d; Jan 21, 2017 Personally I feel the hit chance should max out on 97% or so. Had this been changed at all? Hits and Crits use the same RNG roll, so, say, a 10% hit chance and a 10% crit chance will always crit when it hits. billy. But thanks for the answer On the contrary. And if these hit, they're a crit. Final damage calculated as (attack hit - defense - cover) × dmg. If you want the chances to be more accurate just play on higher difficulty. Anything should be here but isn't, let me know! Anything redundant or broken, let me know so I can make a note > Shows hidden Aim Assist bonuses to your hit chance in targeting UI. shows the chance of an overwatch shot to hit). 0% chance to hit but not crit, and 10% chance to hit and crit. Odds are that won't even deal damage and the soldiers have other means to attack than guns. Sniper is then killed 3) Long War 2 Leader mod allows you to train a leader with special skills, one of them giving nearby soldiers a +10% chance to hit on reaction shots 4) Threat Assessment allows the Specialist to use Aid Protocol to grant an ally an Overwatch shot with Covering Fire, and this doesn't end the turn; the specialist can Aid Protocol himself then go into Overwatch for 2 In XCOM: Enemy Unknown, the game mechanic that determines whether any given shot will land on your target is based on the sum total of a number of variables. > Shows hit chances for reaction fire and enemy shots in flyover popups (does not yet count aim assist). Although I am using the mod 'a better rookie LTE' because it's my first play through and I didn't want to get rekt and as far as I'm aware you can rebuild mechs that die in LW 2 but I'm also using the mod 'upgradeable sparks' so it could be that instead. 69%. You are shown a 90% chance. 2. I think rifles have 60% base chance to hit at 0 distance. Endorsements. When you take an action with a random chance, this number gets checked against for example your hit percentage. In my No Shot run on YouTube where I did neither use grenades nor Weapons, they were an actual bane with an all melee team ;) EDIT: Basically if you have a 100% chance to hit, there is still the dodge to be figured and if it is a 2% chance of dodge and they roll a 1 or 2 they dodge That was the case on the launch version of the game. HS_Reckoner. Kills - Every kill made by a soldier (not part of mod, already tracked by base game) Shots - Every shot taken by a soldier; Hits/Misses - Whether the shot Hit or Missed; Hit/Miss Streaks - The current and best Hit Pick number x between 0 and 100. This crit chance is not a separate roll though, it's part of the same roll used when calculating hits. The hitchance of every solider is about 5%. its possible its just ridiculious to have a 60% hit chances on a target standing next to you, who is flanked The only thing I know of is that the hidden aim assist caps out at 95% to hit. They become basically invulnerable to the lost, fantastic for standing on reinforcement flares, and also can break concealment with rend and typically hit at least 2, sometimes 3 enemies. Specifically, if you had an alien with a 10% crit chance and a 70% hit chance, you would assume that 1/7 shots crit. If you're using something to display the adjusted chance to hit from the aim assist rather than hiding it, it might be falsely claiming that your chance is 95% when it is in fact more than 100%. I am so goddamn tired of missing point blank shotgun blasts and sword swipes. The game will occasionally force a miss, even if you have a 100% chance to hit if you have not had a low roll yet during a Extended Information: Displays Hit/Crit/Dodge chance on each attack. On every difficulty but Legendary the game tweaks your random rolls so your chance to hit on a shot is much higher than it says. Enemies on the other hand get a 10% hit reduction if they hit one of your soldiers, until they hit again. +5% +10% +15% Auto-Loader Grants a limited number of free reloads per mission. Of course, everybody should install the mods they please. Edited February 24, 2016 by lamaros So any shot with a raw hit% between 90% and 10% ALWAYS has a 20% chance to graze. 70% chance to hit 40% crit means 30% chance to miss 30% chance to hit normally and 40% chance to critically hit Some settings for the mod can be configured. Most fire emblem games do not give you a 90% chance to hit when it says 90% - what fire emblem actually does is roll a RNG between 1-100 twice, and then averages those values (so in the case of a 1% chance to hit in fire emblem, it's actually a 1/10000 chance not a 1/100 for instance because both RNG rolls need to be a 1). I've recently been playing Wahammer 40k: Chaos Gate, which is effectively an XCOM clone with a WH40k skin. Feb 16, 2016 @ 8:38am Originally posted by ADVENT Ascension is a mod built to reinforce the alien hybrid forces of ADVENT with new soldiers with new abilities and stats, so that XCOM will learn to fear the How could he get executed if you hit him with your pistol though? Mods only appy to the primary weapons. Go into Mod Settings (button is shown on the main game options screen at the bottom) and disable Aim Assist from Extended Information's settings. ini: MP_FLANKING_CRIT_BONUS=30[explanation needed] SQUADSIGHT_CRIT_MOD=-10[explanation needed] 100% crit chance is achievable with: Rangers with Talon Rounds ammo and Laser Sight weapon upgrades. 80% is a 1 in 5 chance to miss. For XCOM 2 on the PC, XCOM 2; Is there a mod to make the game stop lying to me? Shigmiya64 8 years ago #1. Lets throw 40% hit chance + 50% hit chance + 60% hit chance = 150% hit chance = I must hit at least one, completely out of the window. I think it might just be because of that one mod that adds clone armor to the game. In basic terms it makes 90% shots hit 99% of the time, or something like that. 50% chance to crit On the Templar are great without bladestorm IMO, but it definitely makes them better. Where used it always seems to be at 100, so it might be unused. #1. For 20 shots, that chance would be about 0. " It works, as I've added a random chance for it to be given to grenadiers on skillup in my mod and seen it in game. Ah! I can definitely recommend a few that are QoL or interface "improvements" that I'm happy with, as I just restarted a Long War 2 campaign. Let's provide an example: An enemy has a 65% chance to hit and a 15% crit chance (Stun Lancer). This is unacceptable since its already Deflect starts at 30% chance to trigger at 1 focus, increasing by 10% for each point of focus to a maximum of 50% chance to trigger. I mainly use to look at my hit chance on overwatch and to see enemy hit chance when they attack. One trooper has 78% chance to hit, and has the enemy flanked. Reflect starts at 40% chance to trigger at 2 focus and increases to 50% with 3 focus. Specifically, they were fixing a bug where Lightning Reflexes wouldn't trigger on 100% aim Overwatch shots - this bug existed in Vanilla, but required such a strange set of circumstances (point blank with a height bonus for the shooter) to overcome the PLEASE NOTE: Extended Information mod will cause the shot hud to show 0% hit chance. This mod changes the gameplay mechanics and just makes the game easier, with absolutely no counterpart. There is also a mod that says it seperates these rolls. just had to savescum 8 times now because i missed 2 shots and dodged 5 shots with 80% hit chance, the 8th shot was a hit then. So I booted up a new Long War of the Chosen campaign (first time playing this specific mod) and noticed on my first mission it gave my odds to hit 0% on every enemy with every soldier. 46% is 70% of 65. Unique DLs-- Total DLs-- Total [03/01/16]: This mod will no longer be updated. Other games that don't have the random chance usually have major design changes, and in this case a lot of the time it's better for your soldier to take a full five damage with a chance of no damage rather than I guaranteed 2 damage and spending a similar amount of (Will calculate free chance after what mods are equiped on weapon) - Added Marked. Laser Sight Increases Critical Chance. It's essentially a boolean. According to rules enemies can't dodge vs 100% hit chance. Dodge and defence aren't really related in any way, defense Lets say at the point you saved the next numbers are 83, 45 and 12. This mod's from ModNexus and I don't think the so it should suit your needs nicely. This makes the game more difficult, and if you thought that XCOM RNG was unfair before, you will probably find the game unplayable. Basically this mod aims to change the RNG to make it feel and play much more FUN! **Disclaimer: " But that's Based on the difficulty level you choose the game weights the dice more or less in your favor. Does action/movement triggered attacks like Bladestorm and Overwatch have their own hit chance calculation that is separate from the character? Asking because I have a character who has 140% (round to 100%) hit chance on slash but missed his bladestorm twice in a row, same with a reaper who has close to 100% hit chance on sniper shots but misses about half of the best way ive found to remove the rng is to get a sniper up to max and give them tracer rounds and all the other fixin’s tracers add + 40 to your base aim, superior scop give + 20, superior pcs gives +16 ish, if you send them on covert In XCOM 2, "50% hit 30% crit" means RNG roll between 0 and 100 if RNG < (50-30) it is a non-critical hit: 60% chance Currently working on a mod to change this back to the EW, more intuitive mechanic, but I'm having some trouble getting the class override to work. Games. I have missed a couple of 90% hit chance too. ini file that you will find in the Config folder. is planned for the future. Shows Aim Assist modifiers to UI hit chance, and hit chances for reaction fire and enemy shots. It's separate from cover. If so, you bought the wrong game, mate. Sniper fires. I feel like the graze/hit/crit/miss mechanic would deserve a whole page just by itself. All Discussions If say you have 50% chance to hit that target and 10% to crit than the outcome would be 10% chance to hit and always crit the target. For full details on using this mod, troubleshooting, or even building your own mods to use this menu, Hit chance is an integer and there's no rounding For some reason, XCOM uses an actual bullet projectile to apply damage to the target, and weird interactions with terrain can rarely cause this projectile to fail to make it all the way. Consistency with no mods required. For example if your Ranger has a crit chance of 100%, but they're flanking from high ground at close range and have a scope, that puts their final behind-the-scenes hit chance at around 150%. Surppressed XCOM soldiers take a -35% penalty. Subreddit for XCOM 2 mods Members Online • JRavens. To fix this go in mod options ingame menu, look for extended information and disable Aim Assist. Just to clarify: anything below 100% CAN be dodged. It incentivizes players to get up-close, and combined with the way XCOM 2 positions pods between you and the mission goal, that means fighting = advancing towards the objective. Games . Like it says on the tin. What you are asking is a mod to remove the randomness out of the game. Unless its 100%, expect to miss and have a backup plan. The game had already rolled the dice and your miss shot predetermined when you see the % chance to hit. g. (In base XCOM 2 if dodge + crit chance was greater than hit, crit chance would be removed in favor of dodge. If it was actually a 78% chance to hit, if you took 10 of those shots in a row you'd have about an 8% chance of them all hitting. Out of curiosity, are you testing this by savescumming? At least in WotC, you can actually expand a menu by the hit percentage and it will specifically tell you each and every condition affecting that hit chance. Your second shot is 46, so you need to have at least a 54% chance to hit. Both Soldiers and Aliens have health, and although Alien health remains static throughout the game, Soldier health can be improved in a number of ways. 121K subscribers in the Xcom community. By RivvaDead February 17, 2016 in XCOM 2. . Ok, so the shooter have 20% chance to XCOM 2 runs on a modified version of UE3 and as such uses UnrealScript as your main entry point for modding, with powerful interfaces to the game world, when calculating the hit chance on overwatch shots for example, the game will look in the past and apply no penalty if the unit was concealed when activating overwatch. She misses. Now this is purely visual like I can actually hit shots but I can’t see I'm looking for a mod to fix aim chances, having a 63% chance to hit an enemy who you're flanking is bullshit, Starting on line 703 of LW2's XComGameCore. I'm waiting to finish downloading it so that I can dig into the guts of the game more for modding. Is there a fix to this without uninstalling everything? SOLVED: It was really dumb, disable Aim Assist on A small mod that shows the chance to hit with abilities which are normally not displayed (e. So nothing weird going on there. A grenade just went off, your gunner is suppressing another enemy and the bullets are whizzing near your head, and it's not like the Sectoid is just gonna bear his chest and say "Shoot me" if you are in his face. It's come to the point where Codex have replaced the sectoids as the least dangerous units. Here are all the Non-LW2 mods that I'm using and can recommend for you to use in a Vanilla game. Your current roll is 10, meaning a missed shot Reloading the save still leaves you with 10, so still a miss Taking another action first progresses you to the roll of 50, meaning the 70% is now a hit. ) Soldiers XCOM ; XCOM 2 ; Acquiring Hack chance Discussion; Enemy Unknown; XCOM 2; Mod Ideas; Overview; Members; Save. So lets say you have 3 shots to take: One with 90 % hit chance, one with 50 % and one with 10 %. Should also work with mod that changes base values. Besides your 5 year necro, play the game on easy mode instead of trying to modify the hit chance to be like hello kitty island adventure #7 Showing 1 - 7 of 7 comments Surppressed aliens take a -50% penalty to hit chance. - Added new preview image. The shooter has a weapon with 10%base crit and isn't buffed and he has 100% chance to hit: 10% of the time those hits will be crits Now, the target just got 80 defense for no reason at all. It is as simple as that. The base game hit chance system is crap for another reason, though. Last edited by D. Be the first to comment Nobody's responded to this post yet. Firaxis is not going do it. 1 to x1. Lumin0x Aug 28, 2022 @ 7:57pm 1. 1 2 3 Hair Trigger Small percent chance on hit to gain a free action. Rookie --> reduced from +10 to 0 1. hurraylifesucks Maybe someone could check hit chance with a Pistol Shot and Scope? #12 < > Showing 1-12 of 12 comments . The settings that can be changed are: Enable/disable the mod As for the crit at 10% hit chance, the base game does 1 roll for hit and crit. Well, what it says and what it means are two I'm just about fine with seemingly so many grazes against enemies at say 60% chance to hit or under (LW2 Graze band is 8 which I assume is 8% base) But is there at least a mod that disables vs high hit chance ie 90% plus for example. 100% is 100%, and the devs have talked on the Nexus forums about 100% Overwatches being very possible. From LWotC's faq: "All my shots are showing 0% chance to hit This is an issue with the Workshop version of the Extended Information mod. You either hit or you don't and this mod reflects that accurately instead of with a benign percentage. A small mod that shows the chance to hit with abilities which are normally not displayed (e. 16 4. 5% 10% 15% Stock Guaranteed damage on missed shots. So an enemy with 10 dodge will cause 10% of the graze shots to miss. In every situation, Separates the rolls for hit, crits and dodge. Trooper above fires, he hits with a critical. What's unmanageable about them? If you don't group too much they'll maybe hit 2 targets with rift. another dimension. Also any shot that has a 100% chance to hit will cancel out any dodge chance for the target, the same is true if they are frozen. Mods fix this bug That mod looks like it solves the to-hit problem, but creates another one in making cover worthless. Hope that clarifies all of the cases. For Xcom Enemy Unknown, when the game shows a percentage chance to hit, the game has 'already' decided if it will hit or miss; there is no re-rolling of the dice. PLEASE NOTE: Extended Information mod will cause the shot hud to show 0% hit chance. These are all available through the Steam Workshop if you're playing the Steam version, or via Nexus or whatever you prefer if you are not. 0 Veteran --> reduced from x1. A critical hit is a gameplay mechanic in XCOM: Enemy Unknown. Good luck in getting them down. Even if you don't get 100 % shots, there is a very high chance to land a full hit, specially if multiple of your soldiers got 90 + % to hit chances. I get that the game is hard, and that I'm going to miss shots, but it seems like a 50% chance to hit DOESNT actually mean hitting 1 in 2. No matter what. Mod for Seeing Enemy To Hit Chance? I know there’s a mod for showing the enemy’s hit %, but I can’t remember what it’s called. Assuming this is just vanilla XCOM 2, SPARKs start with low Aim and have no The chance of this happening even once is over 1:1000,000. But I'll qualify this and say that I'm only a couple months into my 1. I also recommend getting the "Better Aim Cineamatic mode" and "Accurate Swords" mods, to make your experience better. Login Store XCOM 2. I personally don't use it, but since XCOM 2 is a single player game for the most part, everyone should be free to play There's unfortunately no real way to reliably determine if you'll hit outside of 100% chance. Getting grazes vs stunned enemies sucks also. 200) should do the trick. I feel like hitting 66% of the time with 0% chance to hit is like an XCOM anti-joke Reply reply For example, some ui elements mods, like the one, that shifts enemy's bar, can be properly loaded only with AML. I haven't checked the rounding, it's possible entry [2] would affect diagonal point blank shots. 1 2 3 Repeater Small percent chance on hit to instantly kill a target. EU/EW did indeed have some weird problem with the calculations where the hit chance was 99. Skip to content. First soldier took hit, 2 armor and 1 damage The chance of hitting is determined at the very start of the game. As such you will ALWAYS miss if you have lower than 93%. There's also a variable for how often armor works, seen in the muton stats, but I've not fiddled with that. That's far from guaranteed, I wouldn't be surprised to miss 80% shots. Jul 16, 2018 @ 9:53am It took me That's what Xcom is all about. On the flipside of this, if you was to take 1% chance to hits you'd eventually hit one of them. Both sectoids shooting him display 46% chances to hit. So it's either a rare bug or some mod conflict. Changing entry [1] in each table to a large value (e. This fixes it, it gives you a bonus equal to that Defense bonus to hit if you are flanking the unit. A unit's Critical Hit Damage and Critical Hit Chance stats are partially composed of base stats added by the weapon being used, but may vary from encounter to encounter due to So lot of people were complaining about hit chances in Xcom so I tought I will count them for you so you get image how things are with probability and you will be surprised. XCOM Rookie soldiers begin with a total health of 4-5 Well, ok. All my shots are showing 0% chance to hit This is an issue with the Workshop version of the Extended Information mod. Soldiers now have a chance of spawning with already active traits, to make getting new ones a bit more flavourful. Firaxis made XCOM 2 really easy to mod specifically so that anyone that didn't like certain bits of the game could edit it until they do rather than a perfect 1:1 replication. The best thing you really want to achieve is 100 % to hit chance because then there ain't no risk of grazing. If you chance to hit is 75% and you roll 76 on a 1-100 roll, you miss. XCOM 2 vanilla has a lot a small errors / omissions in the base code that needed fixing. Any ability that uses StandardAim and StandardMelee Imagine actually coming back to mod for Xcom 2 on a whim. When firing most weapons, units have a chance to inflict additional damage (about +50% in XC1) upon their opponent with a critical hit. Neither the 100% hit from the Templar nor the Chosen Katana change their counter strike mechanics. But for some reason everything has a 0% chance to hit, both enemies and XCOM alike. you're gold from yellow walk range and beyond. I mean I know this is xcom and everyone has such moments of bad rng but honestly I probably got more bad rng Gotta have a very high AIM to justify it and also AI doesnt seem as scared of Overwatch as in Long War Mod for XCOM EW. I've hit far more of the 40% chance hits in that mod than 75% hits Reply reply DancingC0w • Xcom 2 at 4k and max details looks better than most modern games of that genre. One thing that has been changed in Chaos Gate is the removal of the chance to hit mechanic: you hit or cover will prevent a shot landing, theres no randomness. And I've seen this more now during my first Legend playthrough, in which I've had to LW2 mod and vanilla xcom 2 don't have this problem. Rookie --> reduced from x1. Hit chance is very well explained you can download a mod that shows all of your modifiers Hit chance shows chance to hit, Crit chance is NOT a seperate roll and simply if you roll well enough you crit more often E. Download MGSV: Added 5 new teal / cyan colors INSTALLATION INSTRUCTIONS Hit the subscribe button NOTES: Critical chance is no longer an absolute chance In base XCOM 2 a 10% hit and 10% critical chance would land 10% of the time, and if it hit would always be a critical. Long War of the Chosen is a port of the original Long War 2 mod by Pavonis Interactive to XCOM 2's War of the Chosen expansion. This mod is for XCOM 2 and is not compatible with War of the Chosen. Gone are the days of troopers having 100% crit against people in heavy cover + aid protocol, since in XCOM 2, hits, crits and dodges shares a single roll, so if the crit chance is higher than hit chance, it always crits as long as the target can't dodge, dodge is less affected because the dodge roll is calculated based on dodge I've noticed a disconcerting amount of the same - disoriented enemies (sometimes with red fog) hitting - and sometimes critting - and most certainly not grazing - their shots at XCOM through full cover, fairly consistently. It gives the whole calculation, positioning, offense or defense etc. 2 to x1. 80-20 =60% chance of hitting if you're using low cover. i am not complaining about failing on a high change to hit. Share It's actually pretty good design. For instance (and to test) today i've been save-scumming a couple of moments where I had on average a 78% to 86% chance to hit. Cue all the gripes about timers This isn't how random chance works, and is actually quite frustrating for casual players like me. C) your own hit chance has no impact on their ability. That's why you remember the 99%'s that miss, and not the 1%'s that hit. Then again, I have hit a few 30% chance too during desperate times to save a fellow soldier. That's why you can see screenshots, where the alien has the rifle literally in his face and it's only 60% chance Pro tip: get your accuracy up to 100%, and you'll never miss. Every turn you will have an extremely high roll and an extremely low one. UI claims 0% hit chance It does go away without mods however that was kinda the point of this, Jul 16, 2018 @ 9:35am wel a 27% chance is basically a 0% chance when playing Xcom, so the game was just been kind and informed to you:D #3. All games (3,280) Recently added (42) XCOM 2 ; Mods ; User Interface ; Enhanced Hit Chance Displays; Enhanced Hit Chance Displays. A mod to add a +100% chance to hit adjacent enemies. This is no longer the case. wouldnt be surprising. There is no cap. Dodge just means there's a chance of the person being hit by an attack taking less damage. I recommend getting the "Save Scum Roller" mod, which "re-rolls" your "chances dice" so you can get actual percent chance to hit. ) tip: you can use "[WOTC] Revert Overwatch Rules Change" mod to fix this issue Last edited by bingo12345 on Sun Jun 03, 2018 8:32 am, edited 1 time in total. I sort the order. rotisc zrsie xarhv xrzht pqlyq ejdnd lesf ptz nzujk tekilv