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Author Topic: Game mechanic  (Read 5987 times)

Game mechanic
« on: September 03, 2010, 04:56:18 pm »

Are there any changes or we still have:

Damage

if finesse is present then finesse_mod=30, otherwise finesse_mod=0

if armor bypassed critical, and the damage type is not emp:
 dt = armor_dt/5; dr = armor_dr/5 + dr_mod // finesse is skipped in this case
if not armor bypassed critical or armor bypassed with emp, but armor piercing or weapon penetrate perk:
 dt = armor_dt/5; dr = armor_dr + dr_mod + finesse_mod
if none of above:
 dt = armor_dt; dr = armor_dr + dr_mod + finesse_mod

if dt<0 then dt=0
if dr<0 then dr=0
if dr>100 then dr=100

totaldamage=0
dmg_mul = ammo_dmg_mul*global_dmg_mul // usually global_dmg_mul=2, but can be modified by criticals; see Kanhef's entry on critical hit tables at falloutmods wiki
dmg_div = ammo_dmg_div*2

if attack is ranged, but not throwing
  bonus = 2*bonus_ranged_damage_level
otherwise
  bonus = 0

for every bullet that hit:
 rawdamage=Rnd(weapon_dmg_min, weapon_dmg_min) + bonus
 rawdamage*=dmg_mul;
 rawdamage/=dmg_div;
 rawdamage-=dt
 rawdamage-=(rawdamage*dr)/100
 if rawdamage > 0 then totaldamage+=rawdamage

if living anatomy is present, and the target is neither robot nor alien
 totaldamage+=5
if pyromaniac, and weapon damage type is fire
 totaldamage+=5

Hit chance bonus:
(PE-2)*16% for dual hand weapon (if range>25)
(PE-2)*8% for other weapons
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Re: Game mechanic
« Reply #1 on: September 03, 2010, 07:51:03 pm »

What I know:
Damage

if finesse is present then finesse_mod=30, otherwise finesse_mod=0

if armor bypassed critical, and the damage type is not emp:
 dt = armor_dt/5; dr = armor_dr/5 + dr_mod // finesse is skipped in this case
if not armor bypassed critical or armor bypassed with emp, but armor piercing or weapon penetrate perk:
 dt = armor_dt/5; dr = armor_dr + dr_mod + finesse_mod
if none of above:
 dt = armor_dt; dr = armor_dr + dr_mod + finesse_mod
I think DT/x was changed, but unfortunately it's impossible to find on forum where, because using "DT" in search will show all words which has "dt"... and "DT/" is the same as "DT" in search + there're too many topics appearing...

if living anatomy is present, and the target is neither robot nor alien
 totaldamage+=5
Yes, it should work like that, but I'm not sure, because never used this perk on robots and aliens...

if pyromaniac, and weapon damage type is fire
 totaldamage+=5
Never used it, and even if it working like that, it useless anyway.

if attack is ranged, but not throwing
  bonus = 2*bonus_ranged_damage_level
otherwise
  bonus = 0
Yes it working like that.

Hit chance bonus:
(PE-2)*16% for dual hand weapon (if range>25)
(PE-2)*8% for other weapons
16% per PE-2: For weapon with long range perk* Not all two-handed.
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Re: Game mechanic
« Reply #2 on: September 03, 2010, 08:00:02 pm »

after changes it should be DT/3
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Re: Game mechanic
« Reply #3 on: September 09, 2010, 10:18:58 pm »

Could devs comment this?
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Re: Game mechanic
« Reply #4 on: September 09, 2010, 11:53:50 pm »

Quote
- Armor Piercing ammo DT divider reduced from 5 to 3.
http://fodev.net/forum/index.php?topic=8618.0
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Re: Game mechanic
« Reply #5 on: September 11, 2010, 10:04:20 am »

What multipliers we have for critical with armor-piercing and critical with armor-bypassing?
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Re: Game mechanic
« Reply #6 on: September 11, 2010, 12:38:21 pm »

Critical tables are unknow of the players, but you can still make tests if you want ;p
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Re: Game mechanic
« Reply #7 on: September 11, 2010, 01:30:54 pm »

Hell with full table, I wonna know only critical multipliers
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Re: Game mechanic
« Reply #8 on: September 13, 2010, 08:08:37 am »

Devs, if it so secret - close the topic.
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Re: Game mechanic
« Reply #9 on: September 13, 2010, 09:48:30 pm »

Code: [Select]
if armor bypassed critical, and the damage type is not emp:
 dt = armor_dt/5; dr = armor_dr/5 + dr_mod // finesse is skipped in this case
if not armor bypassed critical or armor bypassed with emp, but armor piercing or weapon penetrate perk:
 dt = armor_dt/5; dr = armor_dr + dr_mod + finesse_mod
if none of above:
 dt = armor_dt; dr = armor_dr + dr_mod + finesse_mod

after 30/08/2010 update probably it should be like this:

Code: [Select]
if armor bypassed critical, and the damage type is not emp:
 dt = armor_dt/5; dr = armor_dr/5 + dr_mod // finesse is skipped in this case

if not armor bypassed critical or armor bypassed with emp, but
  if armor piercing:
    dt = armor_dt/3; dr = armor_dr + dr_mod + finesse_mod
  else
    if weapon penetrate perk:
      dt = armor_dt/5; dr = armor_dr + dr_mod + finesse_mod

if none of above:
 dt = armor_dt; dr = armor_dr + dr_mod + finesse_mod
Re: Game mechanic
« Reply #10 on: September 19, 2010, 08:51:11 pm »

which hit penalty we have for rounds in burst?
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Re: Game mechanic
« Reply #11 on: September 19, 2010, 09:36:03 pm »

No penalty known.
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When you have to shoot, shoot, don't talk

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Re: Game mechanic
« Reply #12 on: September 20, 2010, 08:07:00 am »

I heard about 5% for each next bullet
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Re: Game mechanic
« Reply #13 on: September 20, 2010, 07:24:43 pm »

You just need 95% for the burst, and don't care about decreasing of some other shit. It doesn't matter if you stay 2 hexes away and have a backup of hit chance %, or 20 hexes away and almost having only 94% to hit. The only difference is between 1 hex and 2+hex.
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Re: Game mechanic
« Reply #14 on: September 20, 2010, 08:40:46 pm »

You just need 95% for the burst, and don't care about decreasing of some other shit. It doesn't matter if you stay 2 hexes away and have a backup of hit chance %, or 20 hexes away and almost having only 94% to hit. The only difference is between 1 hex and 2+hex.
Yeah right
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