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Other => FOnline:2238 Forum => Archives => Survival Guides / Game Help => Topic started by: farnak on September 03, 2010, 04:56:18 pm

Title: Game mechanic
Post by: farnak 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
Title: Re: Game mechanic
Post by: RavenousRat 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.
Title: Re: Game mechanic
Post by: farnak on September 03, 2010, 08:00:02 pm
after changes it should be DT/3
Title: Re: Game mechanic
Post by: farnak on September 09, 2010, 10:18:58 pm
Could devs comment this?
Title: Re: Game mechanic
Post by: Crazy 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
Title: Re: Game mechanic
Post by: farnak on September 11, 2010, 10:04:20 am
What multipliers we have for critical with armor-piercing and critical with armor-bypassing?
Title: Re: Game mechanic
Post by: Crazy 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
Title: Re: Game mechanic
Post by: farnak on September 11, 2010, 01:30:54 pm
Hell with full table, I wonna know only critical multipliers
Title: Re: Game mechanic
Post by: farnak on September 13, 2010, 08:08:37 am
Devs, if it so secret - close the topic.
Title: Re: Game mechanic
Post by: cubik2k 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
Title: Re: Game mechanic
Post by: farnak on September 19, 2010, 08:51:11 pm
which hit penalty we have for rounds in burst?
Title: Re: Game mechanic
Post by: Crazy on September 19, 2010, 09:36:03 pm
No penalty known.
Title: Re: Game mechanic
Post by: farnak on September 20, 2010, 08:07:00 am
I heard about 5% for each next bullet
Title: Re: Game mechanic
Post by: Floodnik 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.
Title: Re: Game mechanic
Post by: farnak 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
Title: Re: Game mechanic
Post by: Floodnik on September 20, 2010, 09:12:10 pm
Tested.
Title: Re: Game mechanic
Post by: Solar on September 20, 2010, 10:03:18 pm
critical multipliers are unchanged.
Title: Re: Game mechanic
Post by: RavenousRat on September 20, 2010, 10:09:18 pm
critical multipliers are unchanged.
Oh so it explains now how I made ~560 damage to BA with p90 ^_^
Better criticals for burster vital then, or else they will always have sucky x1.5 mult and sometimes x2.0
Title: Re: Game mechanic
Post by: Solar on September 20, 2010, 10:27:12 pm
Better crits is pretty pointless for bursters, the table for uncalled shots has "low" modifiers.
Title: Re: Game mechanic
Post by: RavenousRat on September 20, 2010, 10:32:04 pm
Better crits is pretty pointless for bursters, the table for uncalled shots has "low" modifiers.
0-20 x1.5
21-45 x1.5
46-70 x2
71-90 x2
91-100 x2
101+ x3

If you said mults are unchanged.
So with BC perk you'll roll 19-119.
It's 27% that you'll deal x1.5 damage.
55% that you'll deal x2 damage.
19% that you'll deal x3 damage.
While without BC perk:
45% that you'll deal x1.5 damage.
55% that you'll deal x2 damage.

I'm not taking knockdowns into account, but I don't know on what roll they are because it could be changed in FOnline +Stonewall perk will negate it, but not all snipers have 6 ST and 10 EN I think, so knock downs will be possible.

Edit: I just want to say that with BC perk BG burster has 19% to "insta-kill" target with very much damage.
Also 10 LK doesn't worth it, it only increases critical chance on 4%, so it's better to have 6 LK, but 10 AG and burst much more often, and if you want to have 10 AG and LK, then you'll have low EN and/or ST. Anyway bursts/time with 10 AG and Jet+Psycho with 21% crit is much more better than few bursts with 25%.
And 19% to make x3 damage is almost every 5th critical burst.

Edit#2: Oh and yea something like "I deal 69 damage with critical hit with avenger!!1" may be it's possible I don't know, but I had "tests" too, when I saw a guy who bursted me with simple (not avenger) minigun for 50-60 damage regulary non-critical, and I was wearing BA and x1 Toughness. So if you're shooting from avenger, you will deal more than 50-60, then multilpy it on 3, and you'll have instakill, and if you're shooting in point blank somehow, then you'll see huge number of damage, and it'll be cool. Find a bluesuiter and just arm avenger mini with JHP ammo and critically burst him with better critical on max rool, I think there will more than 1k damage, it's cool! ^_^ Ehm.. anyway, better criticals should be very useful for bursters.
Title: Re: Game mechanic
Post by: Solar on September 21, 2010, 01:04:38 pm
Quote
0-20 x1.5
21-45 x1.5
46-70 x2
71-90 x2
91-100 x2
101+ x3

Wheres that from? Doesn't look like the uncalled table ... though I'm at work and can't check.
Title: Re: Game mechanic
Post by: Crazy on September 21, 2010, 01:15:30 pm
deducted from tests I guess. Take BB gun, load it and shot ;p
Title: Re: Game mechanic
Post by: Solar on September 21, 2010, 01:19:15 pm
I'm pretty sure its 1.5 -> 2.
Title: Re: Game mechanic
Post by: Sarakin on September 21, 2010, 01:43:37 pm
Couldnt you make all the mechanic tables public ?  :P After all, were testers, we want to know how those things work and make suggestions how to improve them
Title: Re: Game mechanic
Post by: Crazy on September 21, 2010, 01:47:05 pm
Couldnt you make all the mechanic tables public ?  :P After all, were testers, we want to know how those things work and make suggestions how to improve them

I will say thanks to god devs the day it will be true. But it won't happen.
Title: Re: Game mechanic
Post by: Cultist on September 23, 2010, 10:05:33 am
since when does brd not affect throwing?
Title: Re: Game mechanic
Post by: farnak on February 01, 2012, 02:42:18 pm
Are these formulas still actual?
Title: Re: Game mechanic
Post by: farnak on February 04, 2012, 08:15:52 pm
How much does kamikadze reduce DR?
How sharpshooter was fixed with last update?