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 Zitat von Blubbler
I'm not a fan of games lying to the player about percentages. If a game declares a 17% chance of something happening, it should work the same as a 6-sided die would work in real life. If someone plays Gothic 2 with this mod and learns that at 10% chance every 10th attempt is a guaranteed success, it will reinforce a wrong belief in the gambler's fallacy.
Why did you think that? The plugin replaces the random with a pseudorandom. With each of your misses, the chance for the next hit will increase until the full damage is triggered, then it will reset and be a new one. At the same time, you can also deal 5 full damage in a row, the general logic remains almost unchanged. With the plugin, when you improve your weapon proficiency, you will no longer be disappointed that you can miss 20 times in a row by 50%.
Here's an example - 10% hitchance. You struck a blow, if it was incomplete, then your next blow will have a 12% chance, if it was also not critical, then 14, and so on until the full blow passes and the increase is reset. This is the whole pseudorandom login.
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 Zitat von N1kX
random with a pseudorandom
All computer algorithms are pseudorandom. The issue with the original PRNG is that sequences are unnatural and you do (non-)crits more often in a row than if it was true randomness.
But the new algorithm is worse and it even has the name "zTrueChance", when it has nothing to do with true chance, but instead tries to appease human fallacious thinking.
That you can do critical hits at 0% is a big problem, but I suppose it will be fixed soon.
With the plugin, when you improve your weapon proficiency, you will no longer be disappointed that you can miss 20 times in a row by 50%.
With true randomness you would expect 20 misses in a row once every one million hits. A good PRNG would yield that result.
In the original PRNG the chance is probably much higher due to the biased distribution and in "zTrueChance" it would happen way less than that.
This is the whole pseudorandom login.
Pseudorandom just means that it's not true randomness, for which you would need to observe natural phenomenons instead of using an algorithm. I think you could implement a better PRNG, which better emulates true randomness.
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 Zitat von Blubbler
All computer algorithms are pseudorandom.
When we say "pseudorandom" we mean "not true random and not true random immitation".
 Zitat von Blubbler
The issue with the original PRNG is that sequences are unnatural and you do (non-)crits more often in a row than if it was true randomness.
I bet that the player is not able to distinguish between standard pseudorandom generation and real true random generation.
Imagine that you have a 50% chance of a critical hit and you are fighting two orcs. You need to kill the first orc as quickly as possible, because the hero's dueling potential is much higher. But once per 32 battles (on average), you miss 5 times in a row and cannot kill the first orc quickly enough, which leads to the death of the hero. And this is the problem: your decent critical strike chance is necessary to win the fight, but in some of those fights it simply has no effect. It doesn't even matter if you die once per 32 fights with a real random number generator or die once per 31.5 fights with a standard PRNG.
 Zitat von Blubbler
If a game declares a 17% chance of something happening
But does the game really declare it?
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 Zitat von KingJamp
Download link expired
Fixed.
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I have been testing this for a few hours now. And despite knowing way too much about random number generators, I gotta say: it just feels right.
In harder mods, this mostly reduces the number of reloads due to bad luck, i.e. not getting a crit for ages in the early stages of the game. Well done, highly recommended!
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