ANYBODY KNOW HOW CRITICAL HITS WORK IN RM2000?

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I'm still making a futile attempt at an oldschool game on an oldschool engine. As I've been testing what's done so far, adjusting stats and exp and money, I started noticing I'm getting a lot of critical hits. Like, ridiculous amounts. The last dungeon practically every attack every round every battle was a crit.

As far as I can tell, crit rates are governed by a number on the Hero tab in the database. At 100 every attack should crit, and at 1 you'd only have a 1% chance of critting. Right? Or is it the opposite? Because I've had my characters have a 5% chance, and I'm flooded with crits. Well, there's one exception. The guy whose feature is supposed to be critting a lot. His % was 25, then 33, now 45, and he just won't crit practically ever. Meanwhile I've lowered the others to 2% and they're getting more crits than ever.

Is there something I can do to work around this or do I have to live with an apparent kink in the engine?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's the opposite. If you set the crit rate to 3, that's a 1 in 3 chance to crit.
You're saying I'm controlling the denominator, not the numerator? I never would have considered that.

But now I got the help file working - not compatible with Windows 7 by default - and it says "If 85% probability is set, the hero will have a 15% chance each attack to strike with a critical hit."

I will do some further testing.
EnemyCrit% = 1 / Enemy_CritChance
HeroCrit% = 1 / Hero_CritChance + **WeaponCrit%

**in 2k it's the highest CritRate of two weapons if two are equipped, in 2k3 it's the CritRate of the current attack (current weapon's Atk goes into the phys.damage formula as well... ignoring the off-hand weapon's Atk)

I guess this might help:

download Crit%

(only compatible with 2k's RPG_RT version v1.07 or any DynRPG-patched 2k3 RT)

This gets rid of that "1/50 is 2% and 1/100 is 1%, so anything in-between is relatively the same thing in the end" and makes it:

EnemyCrit% = Enemy_CritChance in %
HeroCrit% = Hero_CritChance in % + **WeaponCrit%


get LunarIPS at:
LIPS

First step: make a backup of your RPG_RT.exe (just in case)
open Lunar IPS -> apply IPS patch -> select the .ips file (this patch) -> file type: all types -> select the RPG_RT.exe
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