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Help with a perk modifying crit chance


Geeves83

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I'm adding a few hidden perks that modify critical chance for the player. The way they work is by using a perk entry point calculate critical chance and add value to multiplier using the players skill for what weapon their using. For example, if a player is using an energy weapon, the perk should get 0.3 X energy weapon skill and add it to the critical hit chance. This seems to work fine for energy weapons and guns....but not for melee weapons and unarmed. I have a melee weapon that has a 3 X crit rate and a melee skill of 95% (i'm using a 0.5 addvalue multiplier, so I should be getting over +30% to my critical chance) but i'm not getting ANY crit hits. Anyone know what I could be doing wrong. Is critical chance calculated differently for unarmed/melee weapons?
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