1. I do know how normal RNG works (with seed() for example in C++) but how does a RNG with defined percentage work?
    For example, in the new game Skyblock, there's a thing called Crit Chance, for example my chance is 46% which means for 100 sword hits I will get 46 hit as crit on avarage.
    But the chance of a hit to be crit or not is also random, so I'm thinking of a solution is that the old hits will be recorded and the chance for the next hit is based on the old one
     
    #1
  2. The easiest solution would be to randomly generate a number between 0 and 1. If it's below 0.46, crit. If not, no crit.
     
    #2
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