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
  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.
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