eXecator Posted February 24, 2016 Share Posted February 24, 2016 (edited) Wow, nice find :smile: Captains MarkTarget will result in armor piercing? Edited February 24, 2016 by eXecator Link to comment Share on other sites More sharing options...
traenol Posted February 24, 2016 Share Posted February 24, 2016 No, it is literally just a aim buff Template.AbilityToHitCalc = default.DeadEye; Link to comment Share on other sites More sharing options...
eXecator Posted February 24, 2016 Share Posted February 24, 2016 phew, for a moment you scared the crap out of me... Link to comment Share on other sites More sharing options...
lamaros Posted February 24, 2016 Share Posted February 24, 2016 Yeah I assumed it was just the chance of it working, but they ditched it in balancing as it's an odd mechanic for players to interact with. Link to comment Share on other sites More sharing options...
Azworai Posted February 24, 2016 Share Posted February 24, 2016 So, the pip appears regardless of the chance, but it doesn't always apply unless you set the chance to 100%. Good to know. Link to comment Share on other sites More sharing options...
traenol Posted February 24, 2016 Share Posted February 24, 2016 (edited) Well, it looks like the eStat_Strength is used in calculating the chance to take an impairing effect on melee hit In X2AbilityStunLancer.uc static function X2DataTemplate CreateStunLancerImpairingEffectAbility() { ... // This will be a stat contest StatContest = new class'X2AbilityToHitCalc_StatCheck_UnitVsUnit'; StatContest.AttackerStat = eStat_Strength; Template.AbilityToHitCalc = StatContest; ... } While investigating, I found the armor chance code, which is exactly as I stated, just a percent to mitigate from 0-100%(weird idea, but works). eStat_AlertLevel -- according to X2Condition_AlertStatus.uc // FILE: X2Condition_AlertStatus.uc // AUTHOR: Ryan McFall -- 1/11/2014 // PURPOSE: Defines the abilities that form the concealment / alertness mechanics in // X-Com 2. Presently these abilities are only available to the AI. Have not looked into what its used for, but it looks like its AI only. I am still digging around through the code, just learning what everything is/does. Edited February 24, 2016 by traenol Link to comment Share on other sites More sharing options...
Azworai Posted February 24, 2016 Share Posted February 24, 2016 For strength, do you mean it affects the chance to impart a status condition on a target, or the chance to resist one? Link to comment Share on other sites More sharing options...
davidlallen Posted February 24, 2016 Share Posted February 24, 2016 FWIW this thread is exactly how the modding community grows. The first post is "where is the info", the second post is "why didn't the developers document this", and the next 30 posts are figuring it all out. Great work! Link to comment Share on other sites More sharing options...
Deleted32045420User Posted February 24, 2016 Share Posted February 24, 2016 (edited) Wow i totally missed that thread, i have dealt with this a lot really and i have a lot of data on them but it seems like you already know it all Edited February 24, 2016 by Guest Link to comment Share on other sites More sharing options...
traenol Posted February 24, 2016 Share Posted February 24, 2016 (edited) For strength, do you mean it affects the chance to impart a status condition on a target, or the chance to resist one?I didn't dig through the code, but the relevant part that I was looking at was for the lancer, it is in X2Ability_StunLancer.uc Wow i totally missed that thread, i have dealt with this a lot really and i have a lot of data on them but it seems like you already know it allFeel free to add anything we might have missed or gotten wrong :wink: Edited February 24, 2016 by traenol Link to comment Share on other sites More sharing options...
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