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Author Topic: Chance Modifier Change  (Read 280 times)
Ownz
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« on: June 29, 2011, 05:00:39 PM »

TF2 ONLY
Chance Modifier - a cvar that controls triggering probability of skills and such from a damage source like a weapon

As tf2 has all sorts of weapons which deal different amount of damage and has a variety of attack speeds, in order to balance the strengths of each race that have chance of "proc"ing a set amount of damage, ie crypt's beetles and warden's knives and shadow strike.

skills that have equivalent effective damage from proc-ing such as orc critical strike does not have a chance modifier, and constant proc skills like evade and trueshot do not have chance modifier.

PROPOSAL
change the way the chance modifier works:
there will no longer be cvars because it is hard to know what are good values for them and hard to test, to cover every weapon in existence with a cvar is impossible.
chance modifier is determined by the last time someone was hit (any victim)
attacker does not gain full proc chance by switching targets rapidly.
on initial damage (last damage dealt was a long time ago) the skill has native chance of proc-ing.

for rapid fire weapons, such as the minigun and sentries, needle gun, SMG, a time base solution would work well, as their rapid firing rates mean a lower time period between player damages, which in turn results in a lower proc-ing chance.
slow firing weapons will the maximum proc percentage native the the skill, like soldier's rocket.


please comment on what you think about this new strategy
« Last Edit: June 29, 2011, 05:08:50 PM by Ownz » Logged

DarkEnergy
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« Reply #1 on: June 29, 2011, 05:08:18 PM »

chance should be based on weapon, not on class. Just play some randomizer where you spawn as a random class with random loadout (eg scout with minigun). Miniguns should have a low proc chance, rockets a high proc chance, unified by a simple interface method. Don't think the victim should in any way affect your proc chance.
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Ownz
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« Reply #2 on: June 29, 2011, 05:10:03 PM »

it is mostly weapon based, if your weapon shoots fast, your proc chance is linearly reduced by how often your victim gets damaged.

that means if a heavy is far away shooting at you, and only occasionally damages you, the heavy has full proc chance but isnt as deadly because his effective damage is low from his weapon
« Last Edit: June 29, 2011, 05:13:00 PM by Ownz » Logged

DarkEnergy
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« Reply #3 on: June 29, 2011, 05:12:54 PM »

Okay, so its based on my weapons proc chance and how often I've been hitting my target? sounds good to me.
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iceman
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« Reply #4 on: June 29, 2011, 05:59:49 PM »

maybe put a max cap of how much a class/skill effect has?
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Ownz
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« Reply #5 on: June 29, 2011, 06:20:39 PM »

what do you mean effect?
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DarkEnergy
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