The close-to-melee TN capping code was flipped, so that the test TN was always being set to MINIMUM_TN_FOR_CLOSING_CHECK = 4. This PR fixes this so that TNs can properly rise to MAXIMUM_TN_FOR_CLOSING_CHECK = 10 against difficult targets.
With the fix, the requirement for 2 net successes to close to melee may be too punishing for melee builds. Assuming reasonably optimized characters reach 11-14 quickness, they would then have only 23%-33% odds vs TN 10, compared to the 99%+ that they currently have (due to TN 4). Reducing the requirement to only 1 net success alongside the above fix would put them at 62%-70%.
The close-to-melee TN capping code was flipped, so that the test TN was always being set to MINIMUM_TN_FOR_CLOSING_CHECK = 4. This PR fixes this so that TNs can properly rise to MAXIMUM_TN_FOR_CLOSING_CHECK = 10 against difficult targets.
With the fix, the requirement for 2 net successes to close to melee may be too punishing for melee builds. Assuming reasonably optimized characters reach 11-14 quickness, they would then have only 23%-33% odds vs TN 10, compared to the 99%+ that they currently have (due to TN 4). Reducing the requirement to only 1 net success alongside the above fix would put them at 62%-70%.