I'm trying to understand how dismemberment works/is calculated so I can mod items to have different dismemberment chances. I last played A15 into A16 but am coming back for A19. When I last played it was a threshold type system tied into each weapon but now it seems purely chance based tied directly to attribute skill progression. However, I don't know the exact formula as I've tried multiple things but the results are never what I'm expecting.
Example:
In entityclasses.xml is the base dismemberment chance.
<entity_class name="playerMale">
...
<passive_effect name="DismemberChance" operation="base_set" value="0.05"/>
In progression.xml is the progressive additive chance increase per point 2-10
<attribute name="attAgility" name_key="attAgilityName" desc_key="attAgilityDesc" icon="ui_game_symbol_agility">
...
<passive_effect name="DismemberChance" operation="base_add" level="2,10" value=".05,.45"/>
Lastly, in entityclasses.xml I'm assuming this is a multiplier for the chance against certain limbs/head
<entity_class name="zombieTemplateMale">
...
<property name="DismemberMultiplierHead" value="1"/>
<property name="DismemberMultiplierArms" value="1"/>
<property name="DismemberMultiplierLegs" value="1"/>
However, if I change the values in an attempt to have 100% headshot dismemberment chance even at level 1 of the Agility attribute by increasing head multiplier. It doesn't result in 100% headshot chance.
<entity_class name="playerMale">
...
<passive_effect name="DismemberChance" operation="base_set" value="0.05"/>
...
<entity_class name="zombieTemplateMale">
...
<property name="DismemberMultiplierHead" value="20"/> <!-- set multiplier 20x -->
...
If I then try and just set base chance to 100% and leave multiplier at 1. It still doesn't result in 100% headshot chance.
<entity_class name="playerMale">
...
<passive_effect name="DismemberChance" operation="base_set" value="1"/> <!-- set base chance to 100% -->
...
<entity_class name="zombieTemplateMale">
...
<property name="DismemberMultiplierHead" value="1"/> <!-- return multiplier back to 1 -->
...
So I seem to be missing something and would really welcome some insight.
Example:
In entityclasses.xml is the base dismemberment chance.
<entity_class name="playerMale">
...
<passive_effect name="DismemberChance" operation="base_set" value="0.05"/>
In progression.xml is the progressive additive chance increase per point 2-10
<attribute name="attAgility" name_key="attAgilityName" desc_key="attAgilityDesc" icon="ui_game_symbol_agility">
...
<passive_effect name="DismemberChance" operation="base_add" level="2,10" value=".05,.45"/>
Lastly, in entityclasses.xml I'm assuming this is a multiplier for the chance against certain limbs/head
<entity_class name="zombieTemplateMale">
...
<property name="DismemberMultiplierHead" value="1"/>
<property name="DismemberMultiplierArms" value="1"/>
<property name="DismemberMultiplierLegs" value="1"/>
However, if I change the values in an attempt to have 100% headshot dismemberment chance even at level 1 of the Agility attribute by increasing head multiplier. It doesn't result in 100% headshot chance.
<entity_class name="playerMale">
...
<passive_effect name="DismemberChance" operation="base_set" value="0.05"/>
...
<entity_class name="zombieTemplateMale">
...
<property name="DismemberMultiplierHead" value="20"/> <!-- set multiplier 20x -->
...
If I then try and just set base chance to 100% and leave multiplier at 1. It still doesn't result in 100% headshot chance.
<entity_class name="playerMale">
...
<passive_effect name="DismemberChance" operation="base_set" value="1"/> <!-- set base chance to 100% -->
...
<entity_class name="zombieTemplateMale">
...
<property name="DismemberMultiplierHead" value="1"/> <!-- return multiplier back to 1 -->
...
So I seem to be missing something and would really welcome some insight.