CocoaNut wrote:
I don't know if this is true with Shadow Dragon, but I know at least one of the GBA games actually gave better Oodles to hit chance >50% and worse Oodles to hit chance <50% than it should have.
Every Fire Emblem game released internationally (7 onwards) has this function, and it's actually pretty clever.
Fire Emblem uses a string of Random Numbers for all its events. To determine whether an attack hits or not, in the early game, it'd use a single number from that string. This meant bad luck was more prevalent, since it only took one bad number for a high accuracy attack to miss. But in later games, it would use two random numbers and get the middle point between 'em, meaning for a high accuracy attack to miss, you'd need two pretty high numbers in the string to be next to each other, which is much less common. It means that your displayed hit is not the same as your true hit, but with an inversed bell curve; the further away from 50% your hit was in either direction, the bigger the gap was between your displayed hit and your true hit.
There's a hole mess of things interesting with Fire Emblem's RNG, but they're not really as pertinent to this comic as the displayed hit is, so. Part of the reason I bring this up is that Marth was in several of the older, Japan only games, meaning games he (and Ogma) were in once upon a time actually had the less reliable one number hit calculator, causing far more instances of aggrivating misses/hits!
FE6 also uses it, and is the only game where it will actually penalize the player (stupid FE6 throne). Of course FE6's RNG is very screwy due to low average growth rates.
Other than "the odds were in your favor" being too high, it's fine in English and editing.