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ammo damage adjustment

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Attero:
ok so when i held my hands on FN FAL i was quite happy tilli compared it with assult rifle and realised its FN FAIL ...lol
ammo is pain ,eats alot of it , lower range and less table (uses 2%mod isntead of 4% in perception equation)

but at least the damage should be better - but it wasnt (Assult gives about 60% more dam on my test subjects ) so i digged up the damage adjustment for ammo
5mm JHP - 2/1 DJ , +35% DR on target
5mm AP - 1/2 DJ -35% DR
7.62 1/1 -10% DR .


now my question is how is the DA applied towards bonus damage perks ?
if weapon have 8-18 damage ; 2x Bonus Ranged perks , using JHp ammo for a 2x damage increase ..
its 8~18+ 4 => average 17 and then multiply by two = > 32
or more likely  -> 8~18 => average 13*2 +4 => 30 damage?  (the differance is not much in this case but for more bursty weapons and more perks its much bigger differance..)

EDIT: Ah and for AP armor the importance of this is yet more ->
average dam of 13 ->
13*0.5+4 =10.5
(13+4)*0.5 = 8.5 ...

Frosti:
Bonus Ranged Damage adds +2 to demage FROM bullet NOT x2. 

As for "FN FAIL" this weapon was probly nerfed.

Attero:

--- Quote from: Frosti on January 21, 2010, 02:38:55 pm ---Bonus Ranged Damage adds +2 to demage FROM bullet NOT x2. 

As for "FN FAIL" this weapon was probly nerfed.

--- End quote ---
the 2 comes from JHP ammo modifer (2x dam )

Atom:
Ammo stats are a bit different in FOnline - they can be seen in the ammo description in the inventory screen. "Armor piercing" property works like giving the weapon free Penetrate perk (it divides enemy's DT by 5, does not stack with other effects that bypass armour). In this case, AP has 3/4 and -35% dmg mod and dr mod, respectively.

Each rank of the Bonus Ranged Damage adds two points to the base weapon damage, so it is applied to every bullet, before the ammo modifiers are used. This means that BRD works best with ammo with higher damage multiplier, and there was ongoing discussion whether to change this bonus to +2 per bullet, regardless the modifiers.

Also note that unless shooting at point blank range (one hex), due to the burst cone only 3 assault rifle bullets can hit the primary target (and it's 4 for FN FAL).

Attero:
love when you come posting coz you get the questions answered ;]

yea i used wiki again for source my bad ...

So AP ammo does 3 things actually ? divides DR by 5 (heck alot 10 ->2 for eample ..) , reduced the weapon damage to 3/4 and reduces the DR by 35% ? (dont have AP one on me so i can only repeat what you said ) .... i think thats realy realy strong ammo - the only bad part of it is that it reduces the bonus damage from perks ...(am i right that the max value for it is 9 ? 2x Bonus ranged + Living natomy ? or maybe living works differently? )

as for cone - yea but i dont think we can estimate much the amount of bulets that hit in - but as you say here is a limit of how many bulets can kick in ? unless point blank - it looks like 40% of bulets can hit the primary target - its true for any weapon ?


if you by any chance come to read this post can you share info on critical hits ?
what im looking for is:
Bonus to crit chance for aimed
how does ignore armor effect works ( all armor (DT , DR) is ignroed or only a portion) , if not fully ignored is it cumulative with -DR on some ammo (like .223)
how is the critical damage applied for regular crits - first it gets multiplied then reduced by DT and DR or the other way..

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