Tanagord wrote: ↑Wed May 28, 2025 6:51 pm
Awesome work on the highlighting script. If you're open to more requests for table features, I'd love to see an option that would make it so that the player always scores critical hits. Cheers.
I had tried to do an Offensive Ability Control option a long time ago primarily to control critical hit chance, but it didn't work out too well.
I revisited it today and I made an option that does allow for controlling your critical hit chance, but it is currently tied to also requiring setting your Chance To Hit to 100%.
I have a player/foe check on it so it will only apply to the player (and should also affect player pets/summons (need to test that to be sure).
I'll add this Crit Chance Control V1 option to the table tomorrow after additional testing just to be sure there aren't any problems. It'll offer selecting:
> Default (unaltered)
> 10% Crit Chance
> 25% Crit Chance
> 50% Crit Chance
> 75% Crit Chance
> 100% Crit Chance
I'll work on it further as well to get a custom Crit Chance % separated from first requiring Chance To Hit to be 100%.
_____
EDIT
v1.2.1.5 (build 17201593) -or- v1.2.1.5 Hotfix 1 (build 17233482) x64 table post updated to V25b:
V25b Update Notes/Summary:
Option added to unlock all Necromancer Skeleton summon types at all skill levels.
Normally it is:
> Skill level 1-8 makes Skeletal Warrior and Skeletal Archer available
> Skill level 9 makes Skeletal Arcanist available
> Skill level 13 makes Skeletal Revenant available
Option added to control Critical Hit Chance (affects the player, pets/summons and allies).
> V1 of the option requires first setting Chance To Hit to 100%.
> I will look for a way to separate Crit Chance from Hit Chance for V2
"
OTHER" section
- New Option Added: Pet / Summon Control > "All Skeleton Types Unlocked At Any Skill Level"
"
POINTS" section
- New Option Added: "Crit Chance Control v1"
> Option dropdown offers pre-configured Crit Chance % increases:
0 = Default (unaltered) (option default)
1 = 10%
2 = 25%
3 = 50%
4 = 75%
5 = 100%