For every 100 shots you take with a 99% chance to hit you will miss around once. I think the max hit chance was capped at 95% from memory too but I could be wrong.
i don’t know how xcom does it, but if you are reloading a save, it is possible that you are always using the same random number generator, so the results would not change
I think that was an option you could enable for your playthrough where it would use a consistent seed. You could get around it still by taking a different action first to use up the bad roll before trying again though.
At least in war of the chosen, the seeds for the round are static. Idk if there was a way to turn it off, but by default they used it to nerf save scumming. So if you know you’re going to miss and you want to bother with save scumming you can at least try a different tactic instead of going over and over hoping to eventually hit.
Honestly, just get a mod that buffs your hit chance like the rest of us sore losers lol
I’m Battle for Wesnoth, after clearing a map it showed a statistic about how lucky you’d been in your dice rolls. Which really meant how often you’d rerun dice rolls by saving and loading.
When it said something like “370% above average luck”, I realized that, oh shit, the game knows?!
Save scumming is such a staple of modern XCOM that it’s actually a toggle. Just like when I was save scumming in fire emblem, you can probably just mutate the seed differently by taking different actions before attacking though.
I want to say the devs admitted that they increased the reported chance to hit in the first nu xcom because people refused to take a sixty or seventy percent shot.
For every 100 shots you take with a 99% chance to hit you will miss around once. I think the max hit chance was capped at 95% from memory too but I could be wrong.
I’m still re loading that save though.
i don’t know how xcom does it, but if you are reloading a save, it is possible that you are always using the same random number generator, so the results would not change
I think that was an option you could enable for your playthrough where it would use a consistent seed. You could get around it still by taking a different action first to use up the bad roll before trying again though.
At least in war of the chosen, the seeds for the round are static. Idk if there was a way to turn it off, but by default they used it to nerf save scumming. So if you know you’re going to miss and you want to bother with save scumming you can at least try a different tactic instead of going over and over hoping to eventually hit.
Honestly, just get a mod that buffs your hit chance like the rest of us sore losers lol
I’m Battle for Wesnoth, after clearing a map it showed a statistic about how lucky you’d been in your dice rolls. Which really meant how often you’d rerun dice rolls by saving and loading. When it said something like “370% above average luck”, I realized that, oh shit, the game knows?!
“Save scum” is an optional Second Wave option; you can opt in or out either way. I think by default it preserves the RNG on reload.
Save scumming is such a staple of modern XCOM that it’s actually a toggle. Just like when I was save scumming in fire emblem, you can probably just mutate the seed differently by taking different actions before attacking though.
Random seed is how xcom (and any other program) does it.
I want to say the devs admitted that they increased the reported chance to hit in the first nu xcom because people refused to take a sixty or seventy percent shot.
End result? No 95 will ever hit.
The expansion was wild. Initially the cenobites-alike trio mopped the floor with my guys but I got to a place where my team was made of demigods.