Spielerando

Players pour everything into critical hits: where is the best split, and where is the cap?

Two stats feed the same idea, how often a hit is big and how big it is. Past a certain point, one of them stops paying and players do not notice. This entry shows how to find the point where your numbers break and what to do about it.

Why this works

When two numbers are multiplied, the result is best when neither is neglected, and a chance can never go past certainty. Trying every possible split of the points shows exactly where more of one stat stops paying, instead of guessing from the feel.

When not to use it

Skip it when critical hits are rare, flashy events and not a build choice, or when players have only one of the two stats to invest in. Then a fixed chance and a fixed bonus are enough and nothing needs splitting.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 2 common mistakes and the fix
  • 42 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Players pour everything into critical hits: where is the best split, and where is the cap?" (read_entry rpg-critical-chance-versus-damage-split) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP