Quote:
Originally Posted by Candyx
It seemed to me that the old RNG was failing because the server couldn't keep with with the number of calls and so there were repeats in the RNG. Either that or NGD precalculates a nice long list of probabilities before hand and these are drawn from in order, but the issue being the server was too slow to allow a sync lock around the increment of which number is being drawn from and so what happens is multiple calls are made in quick succession and all receive the same random number result, since the increment from the first call hadn't been processed yet.
Either way it's fixable. I'm not 100% sure why the evade mechanics have been changed, if NGD agrees the underlying problem was the RNG then why bother changing the mechanics? Don't get me wrong, the way it used to work (still does on haven) wasn't ideal, HC had almost no value since the rate of evades is low and most of the time people aren't hitting normals.
I'd like HC brought back and for it to effect where the mean damage is (while keeping the same range). Higher hit chance increases the mean damage; moving it away from the median and towards the maximum.this would have to be based on a skewed probability distribution *but* this can be done with very few server cycles.
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I was waiting for the expert to comment...!
Well i guess they assumed HC = 100% (absolute) for all players in order (maybe) to avoid the calculation "HC - Evasion" and alleviate the server computational burden? That could be a rational explanation, couldnt it?
And since they didnt know what to do with HC stat, they replaced it with Critical Damage.