XCOM 2
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[WOTC] Original High Hit Dodge Behaviour
   
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Tags:  gameplay
File Size
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297.340 KB
8 Sep, 2017 @ 1:42am
25 Jan, 2018 @ 6:15am
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[WOTC] Original High Hit Dodge Behaviour

In 1 collection by Mr. Nice
Mr. Nice's Workshop - War of the Chosen
17 items
Description
This is the War of the Chosen version of this mod. The non-WotC version is here:

[Non-WOTC] Original High Hit Dodge Behaviour

This mod restores the original game behaviour, whereby having a hit over 100 gradually eliminated dodge. A patch back in spring 2016 made a "balance change" where if hit is 100 or more, then dodge/graze is eliminated. This creates a step change between 99 hit and 100 hit.

Background
This Mod was originally known as "Stop Excess Hit eating into Criticals", and implemented the bug fix in the patch which stopped having a hit over 100 reducing critical chance (once it was high enough to elminate graze hits if neccessary). However while my mod left the interaction with grazing unchanged, the patch as already mentioned instead immediately eliminated grazing at 100 hit, harsh! So the mod lives on with a more suitable name.

Compatability
This mod overrides the following classes:
  • X2AbilityToHitCalc_StandardAim
  • X2AbilityToHitCalc_StandardMelee
Other mods which also change how hits are rolled or results calculated will probably clash, not least because they are probably overriding X2AbilityToHitCalc_StandardAim if nothing else.

Other Mods by me
  • WOTC Compatible (non-WOTC versions also exist if appropriate)
    • Cinematic Rapid Fire, which gives Rapid Fire and Chain Shot their cinematic camera back which was removed in the patch ages ago. Also gives the Reaper Banish ability the same improved look.
    • Variant Power Armour Arms, which unlocks some variant Wraith and Warden armour arms parts which were hidden by Firaxis.
    • Less Overwatch Lock Ups!, which attempts to fix the visualization lockups during complex Overwatch/Reaction fire situations.
    • Better Armory Item Stats, which tweaks the stats display of weapons, utility items and upgrades in the Armoury, including displaying Critical Damage, Armor Pierce and Shred for all appropriate weapons.
    • Weapon Fixes, Which fixes a few issues with weapons and their upgrades, especially if you use mods which allow upgrades for (auto)pistols.
    • Chosen Info Controller Support, adds controller support for bringing up the Chosen Information Screen mid mission.
    • Peter's Grenades (and other TLP Fixes), which fixes some loadout, ability progression and UI issues with Legacy Operations.
    • Better Demolishing!, which gives range, weapon and upgrade based aim buffs to the 'Demolition' ability.
    • Better Grappling!, fixes issues with Grappling targeting in certain world geometry.
    • Shaken Scars are Back! The name says it all, but to those who weren't around for the first couple of months of XCom2, a feature was bugged out in a patch and never fixed, which randomly scarred shaken soldiers. This now means some, but not all, gravely wounded soldiers, not the "new" WotC shaken fatigue status.
    • Trainable Sparks (and other Buffs) WotC was one step forward, two steps back for SPARKs. As well as allowing training, also gives them access to breakthroughs for their weapons, an ammo pocket (ammunition only utility slot), and some hack progression.
    • Train from Armoury allows normal soldiers to jump straight to training from the armoury, just as faction soldiers can. The Training Center is still required to be built first of course!
    • Ability Interaction Fixes, which fixes up "Death from Above" and "Serial" not proccing from second shot kills of "Chain Fire"/"Rapid Fire" and some other ability interaction issues.
    • In conjuction wtih sebkulu,WOTC - Extended Information!, an enhanced, rewritten version of Perfect Information. Includes full list of enemy abilities as well as a stat list, as well as the classic features of the "shot bar" and stats in flyovers.
  • Non-WOTC Only


62 Comments
Mustang0524 4 Mar, 2023 @ 8:21am 
@airpirata WOW, I spent a LONG time trying to figure out why my soldiers were taking 10 seconds to move so TY for this post, now I know.
Mid Favila 28 Feb, 2023 @ 11:14am 
Cross-post, can confirm the below, as I use both mods.
airpirata 28 Feb, 2023 @ 5:57am 
This mod in conjunction with this mod slows down the game very much, after each action there is a delay of 5-8 seconds
Mid Favila 28 Dec, 2022 @ 1:20pm 
Linux user here. Wanted to report that this mod seems to, for whatever reason, cause massive slowdown -- just for future 'nix users' benefit.
Rossocuore 22 Oct, 2022 @ 4:57am 
@KaZ; thank you man for this thorough explanation! :-)
Dęąth Viper 19 Oct, 2022 @ 10:46am 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Nyx 20 Apr, 2022 @ 9:54am 
@Rossocuore I did some testing myself in Debug mode with Crit Chance Change Redux and Original Hit Dodge Behavior. After extensive and careful examination, I can tell you that whichever mod you installed last will be the one working. In fact, since both of them override the same base game class, they would prove incompatible unfortunately. I tested this by shooting multiple M3 Advent Stun Lancers, one at a 100% and another at 94%, both flanked. The 100% never ever dodged, which shouldn't happen if you only have this mod installed, and the 94% one did.

You'll have to decide if you prefer not being crit by low hit shot or dodge being completely nullified on a 100% shot. A possible solution if a modder wants to, is to combine both mods into one and have both changes being in a single override. But that's another topic and I am not an expert on it.
Rossocuore 26 Mar, 2022 @ 12:45pm 
Hi Mr. Nice! Mind if I ask wheter this mod is compatible with "Crit Chance Change Redux" from RealityMachina? Thanks!
Mr. Nice  [author] 9 Feb, 2022 @ 10:43am 
@tom.nguyen345 The 50 dodge would scale with hit to 80% (so that's the numeric value you will see in the EI HUD), but 60% of that would be wiped by the >100% part of the hit chance, so only 20% will show in the "Shot Bar". Crit is unscaled, so the remainder will show as 30% normal hit, 50% Crit.
tom.nguyen345 15 Jan, 2022 @ 10:40am 
Mr. Nice, what should the bar look like if I have 160 hit, 50 dodge, and 50 crit with your mod?
I understood the bar should show 80 dodge, but as for hit and crit, would it be 40/40 hit/crit or does crit remain unscaled so it is now 30/50 hit/crit?