In pictures: (1)
(2)
To play with the numbers yourself (and see a few more examples) click here for a Google Sheet: https://docs.google.com/spreadsheets/d/ ... edit#gid=0
The benefits are that
(1) everything is linear (no multiplying of percentages with other percentages) and results in a simple single roll (like the Hack bar);
(2) higher crit and higher chance to hit = lower % chance of graze;
(3) now, 70 means 70: 70 aim against a target (with 0 defense) always means a 70% chance of some kind of hit and a 30% chance to miss completely; and
(4) it accommodates hit and crit above 100 pretty easily.
If you've seen xylthixlm's "Crit Chance Change" mod, this is pretty similar in spirit.
The formulas are, in terms of the displayed TO-HIT, CRIT, and DODGE:
- %crit = CRIT – 0.2×(100 – TO-HIT)
So at 100% chance to hit, 30 crit = 30% chance to crit, but as your chance to hit decreases, so does your crit %chance (at a rate of 20%).
- %graze = 20 + DODGE – 0.5×%crit
As is currently the case, there is a base 20% chance of a graze, to which the target's Dodge gets added. But then, the higher that the previously calculated %crit is, the lower the chance of a graze is (by half that amount). So increasing Crit not only makes a crit more likely but also decreases the chances of ending up with a graze.
- %normal hit = TO-HIT – %crit – %graze
Finally, all the leftover %chance to hit goes to regular hits. Again, this means that 80 aim against an exposed target (with 0 defense) means exactly what you think it does: a 80% chance of some kind of hit and a 20% chance to miss completely.
tl;dr: Proposed new method for calculating % chance of crit, hit, graze is simpler to understand, easier to represent in the current interface, and doesn't result in almost every shot having a 20% chance of graze.