With molotovs, I really sometimes think flame crits might be somehow broken. Maybe I just don't understand certain aspects of it, but from what I see in the files, a flame attack vs. a full health soldier has only a 5% chance to set him ablaze and another, also rather low, chance of 10% when the soldier is below 50% health. (simplified: 5-15% chance)
Now the much higher observed chance could be a consequence of the flame DoT ticking at the same time. Why not make the flame DoT just wait 0.5 to 1 second before it starts?
Or is something else going on with them?
Of course another possible fix would be removing the flame damage type from the original explosion. However, changing it to "explosion" would still have the 10% chance for them to die if they are (get?) below 50% health and the suspected double-tick would still exist.
Another possibility is changing the frequency with which the ground DoT ticks (but double the damage). If it is once per second currently, change it to once per two seconds. Combined with a slight delay to prevent the double-tick, this might also do the trick because it simply reduces the amount of dice rolls for the critical to tick in.
In general, I think using the same crit chance for DoT effects and one-time effects isn't exactly a good design decision but I guess now we're stuck with it.
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