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Author Topic: [Alpha 1] Hit chance 539%  (Read 3169 times)

infectedm

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[Alpha 1] Hit chance 539%
« on: May 28, 2015, 03:50:56 PM »

See screenshot...
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Kyzrati

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Re: [Alpha 1] Hit chance 539%
« Reply #1 on: May 28, 2015, 07:47:26 PM »

Huh, this is the first reported bug I've seen that I can't immediately put my finger on the cause...

But now that I think of it, the only explanation must be that the UI somehow didn't update properly and the real chance is 53%. I believe the '9' was probably printed as part of something else. The reason being is that no matter how good you are, your hit chance is capped at 95% to account for random flukes. You know, like a d20 roll of 1 ;). So 539% is literally impossible in the mechanics.

I'll look at the UI code again. It did undergo a couple changes not long before release...

Thanks for the screenshot!
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biomatter

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Re: [Alpha 1] Hit chance 539%
« Reply #2 on: May 28, 2015, 09:27:30 PM »

Now wait a second, I've definitely seen my hit chance go over 100% before. I think I've peaked at like 105%. I don't remember checking the % next to the weapons, though. Just the pop-up.
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Kyzrati

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Re: [Alpha 1] Hit chance 539%
« Reply #3 on: May 28, 2015, 09:34:28 PM »

Hm, okay, maybe the pop-up values aren't capped at 95% in order to show the full extent of all your bonuses. I'll see if there's something weird going on there. Thanks!
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infectedm

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Re: [Alpha 1] Hit chance 539%
« Reply #4 on: May 30, 2015, 03:13:36 AM »

I think I remember that when I targeted that same informer a few turns later, the hit chance was still around ~530. All other enemies had normal hit chance values. So if it really is a UI bug, it seemed to stick with that particular unit.
« Last Edit: May 30, 2015, 10:07:55 AM by infectedm »
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Kyzrati

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Re: [Alpha 1] Hit chance 539%
« Reply #5 on: May 30, 2015, 03:16:24 AM »

Okay, thanks for the extra info!
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infectedm

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Re: [Alpha 1] Hit chance 539%
« Reply #6 on: May 31, 2015, 04:05:31 AM »

Got another screenshot for you :)
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Kyzrati

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Re: [Alpha 1] Hit chance 539%
« Reply #7 on: May 31, 2015, 06:50:53 AM »

Well, then, it's certainly not just in the scan window UI code. It's probably still just a visual thing though, rather than an actual miscalculation in the hit chance. (In other words, even with 567% you probably still missed, right? :P)
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infectedm

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Re: [Alpha 1] Hit chance 539%
« Reply #8 on: May 31, 2015, 04:17:16 PM »

Actually I killed both guys with single shots... But that was only luck I guess. I did miss the one from the first screenshot, though.
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Kyzrati

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Re: [Alpha 1] Hit chance 539%
« Reply #9 on: May 31, 2015, 07:48:35 PM »

I haven't searched yet but this could be one bug that might be difficult to track down. If it's repeatable via a save, exit, and continue, I'd appreciate if you could upload the /user/save.bin file. That way I could find it much more quickly.

Not necessary, but you seem to be encountering these a lot and I've never seen them before :)
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biomatter

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Re: [Alpha 1] Hit chance 539%
« Reply #10 on: May 31, 2015, 08:17:37 PM »

I've got a screenshot to throw on the pile too. Took this one earlier today. Next time I'll try to save/exit for you.
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Kyzrati

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Re: [Alpha 1] Hit chance 539%
« Reply #11 on: June 03, 2015, 02:03:18 AM »

No need for more data on this issue--this and all other reported bugs have already been solved for the next release. Turns out this was a case of the map popups and scan window neglecting to cap the displayed percentage as they should. Weapon-specific values and internal calculations are both capped as intended, and in the next release all values are correctly shown.

So technically you really did have a calculated hit% of 539%, infectedm :P
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infectedm

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Re: [Alpha 1] Hit chance 539%
« Reply #12 on: June 03, 2015, 10:05:26 AM »

Wow :D Just out of interest: what can cause such an influence on the hit chance?

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Kyzrati

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Re: [Alpha 1] Hit chance 539%
« Reply #13 on: June 03, 2015, 06:45:36 PM »

It was probably a confluence of factors, since when you stack all the potential benefits that are rolled into the hit chance (as listed in the manual and here), it can get pretty high.

However, the calculations for something like biomatter's screenshot add up better, while in your case it seems like it could only be caused by an uncapped modifier, the only one being defender heat. So somehow that target was massively overheating? It does look kinda suspect and could use further exploration...
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