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Jolly Joker

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Mar 29, 2012
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Following a recent discussion and experiencing that the Marauder's 35% Headshot probability for CSM pilots is a tad over the top, I wanted to mod that. However, the only relevant data I found for that is in the CombatGameConstants.json (in the Constants directory): "CalledShotBonusMultiplier" : 2.0.

Changing that experimentally to 1.5 had no effect on the called Shot probabilities, which means, I'm somewhat clueless what to do here. Worse, I have actually no idea, how the different bonusses (Called Shot Bonus, Called Shot Mastery and the Marauder Bonus) are working together.

So - anyone got a clue what to do here?
 
The things you are probably looking for:
In data/abilities/traits
TraitDefCalledShotImprove.json - "modValue" : "2.4",
TraitDefCalledShotMaster.json - "modValue" : "3.75",

In data/upgrades/general
Gear_General_Lance_Command_Module.json - "modValue" : "2.4",

Changing these leaves the the base chance alone, which is probably more ideal. As to what they do, well, each is a float multiply. So at base chance, it doubles the weighting for that part on the hit table. And with all three, you're looking at 2 * 2.4 * 3.75 * 2.4 = 43 x the weighting. And that's how you get a 35% chance to hit the head ;)
 
I reduced called shot mastery to equal improved called shot, then halved improved. I find that works well, though I haven’t completed a Marauder yet.
 
Changed CSImprove to 2.5, CSMaster to 3.2 and Lance Command to 1.5.

In a first try things seem to work as intended and Marauder has a below 25% headshot prob.

Seems fine.