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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
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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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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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after changes it should be DT/3
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Could devs comment this?
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- Armor Piercing ammo DT divider reduced from 5 to 3.
http://fodev.net/forum/index.php?topic=8618.0
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What multipliers we have for critical with armor-piercing and critical with armor-bypassing?
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Critical tables are unknow of the players, but you can still make tests if you want ;p
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Hell with full table, I wonna know only critical multipliers
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Devs, if it so secret - close the topic.
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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:
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
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which hit penalty we have for rounds in burst?
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No penalty known.
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I heard about 5% for each next bullet
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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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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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Tested.
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critical multipliers are unchanged.
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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
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Better crits is pretty pointless for bursters, the table for uncalled shots has "low" modifiers.
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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.
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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.
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deducted from tests I guess. Take BB gun, load it and shot ;p
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I'm pretty sure its 1.5 -> 2.
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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
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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.
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since when does brd not affect throwing?
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Are these formulas still actual?
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How much does kamikadze reduce DR?
How sharpshooter was fixed with last update?