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Topic: Current Critical Table  (Read 7924 times)

cubik2k

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Current Critical Table
« on: October 17, 2013, 06:17:23 PM »
Here is current critical table (16/09/2013) for each player (men/women):

http://newfmc.pl/reloaded/fonline_reloaded_critical_table_men.html

For women body type messages can be a little different. Critical effects and are the same.



Critical Table is a little complicated element of large combat system byt I try to explain in several words how it works.

1. There are six levels (ROLL) of critical effect, higher is more destructive to target, but the requirements are greater for the attacker (for example perk Better Criticals provides highest 6th level of the table, but trait Heavy Handed truncate table to 3 levels of table (with perk BC gives max 4th level)).

2. Critcal effect (ROLL) is conditioned on aimed part of body, on attacker STATs: Critical Chance, perks, used weapon bonus, on targets perks, stats, armors/helmet critical modifiers (too much to explain this in details).

Code: [Select]
ROLL = Random(0, 100) + bonusbonus - it is a sum of perks, armor, weapon bonuses etc.

3. "Damage modifier",  "Effects", "Message" always occurs when critical damage is determined.


And this is end of table in basic mode ;)




Time for incomprehensible extra effects, Stat modifiers, Failure messages etc:


1. Extra effect, failure message is applied to target!

2. "Tested stat", "Test modifier", "Extra effects", "Failure message" are always determined after basic critical and are additive to basic effect and message.
This is condition for extra critical failure applied to target:
Code: [Select]
if(Random(1, 10) > target.Stat[stat] + statMod) then (ExtraEffect, Failure message)
Thats all.


btw:
Chance for critical is calculated in this way (in short, it is more complicated):
toHit - chance to Hit target you see in game (max 95%)
Code: [Select]
margin = toHit - Random(1, 100);
Code: [Select]
isCritical = (((-margin) / 10) + (20 * Weapon.Condition) >= Random(1, 100));
« Last Edit: October 17, 2013, 06:24:20 PM by cubik2k »

Kaaon

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Re: Current Critical Table
« Reply #1 on: March 29, 2014, 05:49:07 PM »
http://newfmc.pl/reloaded/fonline_reloaded_critical_table_men.html
not updated

here is new from changelog 9.2.2014 - http://newfmc.pl/reloaded/new_fonline_reloaded_critical_table_men.html

edit : i reworked this new crit table to be easier to read.. i hope its correct..


27.4 - fixed roll numbers
« Last Edit: April 27, 2014, 10:38:43 AM by Seki »

cubik2k

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Re: Current Critical Table
« Reply #2 on: April 04, 2014, 04:13:28 PM »
here is new from changelog 9.2.2014 - http://newfmc.pl/reloaded/new_fonline_reloaded_critical_table_men.html

edit : i reworked this new crit table to be easier to read.. i hope its correct..

Nice job Seki :)

Henry

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Re: Current Critical Table
« Reply #3 on: April 04, 2014, 10:36:35 PM »
Seki is the main reason i have respect for BBS. Oh and the devs lol. Oh and they dominate in TC ;)

Good job, man. This is so good, i want to put it on the wiki. Unless someone has objections, i'll find a good place for it there.

Kaaon

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Re: Current Critical Table
« Reply #4 on: April 27, 2014, 08:33:40 AM »
fixed roll numbers
they arent 0-20, 21-40 ..
but 0-20, 21-45, 46-70, 71-90, 91-100, 101+

Wizard

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Re: Current Critical Table
« Reply #5 on: December 21, 2014, 10:53:11 PM »
Why is critical chance based on weapon condition?

mojuk

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Re: Current Critical Table
« Reply #6 on: December 21, 2014, 11:10:10 PM »
Why is critical chance based on weapon condition?
You are probably asking about this part:
Code: [Select]
isCritical = (((-margin) / 10) + (20 * Weapon.Condition) >= Random(1, 100));Those are calculation for chance of critical fail only in case of missed attack.
In other words the more broken weapon you got the bigger chance for some bad effects (like weapon destroyed) when you miss your shot.
:facepalm

Henry

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Re: Current Critical Table
« Reply #7 on: December 22, 2014, 02:42:23 AM »
I added this info to the wiki, here.

Whomever will, please check it for any errors.

Wizard

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Re: Current Critical Table
« Reply #8 on: December 22, 2014, 03:13:46 AM »
Not to be a dick, but there's no point adding that table to the WIKI unless you also add the roll... Because you cannot use it without knowing the ROLL.

mojuk

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Re: Current Critical Table
« Reply #9 on: December 22, 2014, 10:23:50 AM »
Not to be a dick, but there's no point adding that table to the WIKI unless you also add the roll... Because you cannot use it without knowing the ROLL.

It's all here:

1. There are six levels (ROLL) of critical effect, higher is more destructive to target, but the requirements are greater for the attacker (for example perk Better Criticals provides highest 6th level of the table, but trait Heavy Handed truncate table to 3 levels of table (with perk BC gives max 4th level)).

2. Critcal effect (ROLL) is conditioned on aimed part of body, on attacker STATs: Critical Chance, perks, used weapon bonus, on targets perks, stats, armors/helmet critical modifiers (too much to explain this in details).

Code: [Select]
ROLL = Random(0, 100) + bonusbonus - it is a sum of perks, armor, weapon bonuses etc.

And search is also useful:
http://forum.fonline-reloaded.net/index.php?topic=4174
:facepalm

Kaaon

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Re: Current Critical Table
« Reply #10 on: December 22, 2014, 01:07:17 PM »
I added this info to the wiki, here.

Whomever will, please check it for any errors.
you added it with wrong roll numbers and also you cant see which effect is after roll test and which isnt

Johnny

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Re: Current Critical Table
« Reply #11 on: December 22, 2014, 02:11:43 PM »
Okay so basically criticals KO rolls luck and endurance right?
Can someone explain how with a 326hp with 10 luck and 10En character i got Koed 1 /2 shots ? Or the opponent is very lucky wich can happen 1 time or 2 time but it happens EACH time.

For me this roll EN or roll LK is bullshit the critical table is completly drunk and roll Charisma for KO. Or for some rolls its just KO and thats all no rolls.

The day theyll be removed, man ill donate my motorbike to kilgore.

mojuk

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Re: Current Critical Table
« Reply #12 on: December 23, 2014, 03:43:01 AM »
Rolls for KO are only on Endurance. Sure, there is one on LK in the eyes (roll 91-100) but in the end there is also plain KO effect, without any rolls, so this roll only matters for armor baypass (as all LK rolls btw).

I already made post about critical hit power roll, so will not write it all over again, here it is if anyone is interested:
http://forum.fonline-reloaded.net/index.php?topic=5800.msg42953#msg42953

Ok, but that's still some numbers that don't say much without some calculation, so here it goes:

LEGEND FOR TABLE IN PICTURES in spoilers:

ATTACKERS:
Spoiler
BASE ROLLS FOR ATTACKERS

ATTACKER #1
0 bonus + Better Criticals + Sniper Rifle
0           + 20                   + 0               = 20

ATTACKER #2
5 bonus + Better Criticals + Sniper Rifle
5           + 20                   + 0               = 25

ATTACKER #3
0 bonus + Better Criticals + Turbo Plasma
0           + 20                   + 10              = 30

ATTACKER #4
5 bonus + Better Criticals + Turbo Plasma
5           + 20                   + 10              = 35

*bonus - bonus to crit power from crafting/lockers

TARGETS:
Spoiler
ROLL MODS FOR TARGETS

EYES
#1 Armor
   -10       = -10

#2 Armor + Armor bonus
   -10        + -5              = -15

#3 Armor + Bonehead
   -10        + -10           = -20

#4 Armor + Armor bonus + Bonehead
   -10        + -5                 + -10          = -25

#5 Armor + Bonehead + Men of Steel
   -10        + -10           + -10              = -30

#6 Armor + Armor bonus + Bonehead + Men of Steel
   -10        + -5                 + -10           + -10              = -35


GROIN
#1 Armor
   -10        = -10

#2 Armor + Armor bonus
   -10        + -5                = -15

#3 Armor + Men of Steel
   -10        + -10              = -20

#4 Armor + Armor bonus + Men of Steel
   -10        + -5                 + -10              = -25

*Armor bonus - bonus to crit power from crafting/lockers

Endurance of Target is equal 10 (that's more basically a must and max anyway, no point checking anything else).
In both EYES and GROIN in roll <71, 90> there is additional roll on EN-2, which means that with 10 EN there is 20% that this roll will be successful.
Since roll is made from range 0 to 100 than there is 20% that we will end in roll <71, 90> range.
20% * 20% = 4% for KO.

In both cases (EYES, GROIN) there is guaranteed KO effect in two strongest rolls, that is roll <91, 100> and roll <101+>.
So now it's only a matter of calculating bonuses to see what is our max possible roll and than:
chance for KO = (max roll - 90) * 1%

We add both those chances for final result (in one case first chance is equal 3% because our max roll value is on even covering all range <71, 90>).


TABLE FOR CRIT ROLL VALUES
Spoiler

*E#1  is specified in TARGETS spoiler under EYE #1
*G#1  is specified in TARGETS spoiler under GROIN#1

TABLE FOR CHANCE TO GET KO EFFECT FOR CRITICAL HIT
Spoiler


THIS IS ONLY CHANCE FOR CRITICAL SHOT TO CAUSE KO.
YOU HAVE TO REMEMBER THAT YOU HAVE TO SCORE CRITICAL HIT FIRST.

Maybe in the end few words about critical chance formula because I heard there were some questions about it too.

Critical Chance = {
+ base critical chance of character
+ (hit chance - random(1, 100)) / 10
+ bonus for aim shots
+ crafting bonus to crit chance from weapon
- armor base crit chance mod
- armor crafting crit chance mod
}

*base critical chance of character
http://www.fonline-reloaded.net/wiki/index.php?title=Critical_Chance

* (hit chance - random(1, 100)) / 10
"hidden bonus" to crit chance, so if you have 95% chance to hit target than you should receive on average 4-5% crit chance bonus (it's rounded down after division)

*bonus for aim shots
http://www.fonline-reloaded.net/wiki/index.php?title=Aimed_Attack
As you can see this bonus is dependent on attackers LUCK
((max bonus value) * (60 + 4 * LK)) / 100

* crafting bonus to crit chance from weapon
value from range <0, 5>

*armor base crit chance mod
Here base crit chance mod of armor/helmet is modified by:
- Finesse
- Right Between the Eyes
- Hit the Gaps
(check wiki for more info about them)

*armor crafting crit chance mod
value from range <-5, 0>
« Last Edit: December 23, 2014, 01:53:41 PM by mojuk »
:facepalm

Wizard

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Re: Current Critical Table
« Reply #13 on: January 01, 2015, 02:15:39 PM »
Hei, I've just got one question about that 'Hidden Bonus'.
Quote
* (hit chance - random(1, 100)) / 10
"hidden bonus" to crit chance, so if you have 95% chance to hit target than you should receive on average 4-5% crit chance bonus (it's rounded down after division)

When you say it's rounded down after division, do you mean it's an integer (non-fraction) or will it always be rounded down to 5%?

Say, is this possible?
Code: [Select]
(HIT_CHANCE - rand(1,100)) / 10 = (200 - 50) / 10 = 15%Or will that number go down to 5%?

mojuk

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Re: Current Critical Table
« Reply #14 on: January 01, 2015, 03:23:55 PM »
It's rounded down because of integer type so 3.77 = 3 and 3.01 = 3.

HIT_CHANCE is you final not total hit chance value, so it's from <5, 95> range.
I wrote 4-5% on average because I assumed 95% hit chance and average value from <1, 100> range to be around 50, so it should give:
(95 - ~50)/10 = ~4-5%

And to avoid future questions this hidden bonus can be a negative value (mostly in cases of very low hit chance) and as negative value it has a great impact on chance to get critical fail effects when you miss - stuff like "critically missed and dropped his weapon" (all this is described in last lines of first post).
:facepalm