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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: Pupok on January 15, 2010, 09:49:18 am
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hi,
what does it mean Threshold in Armor category?
foe ex.
Metal Armor Mark II
Damage type Resistance Threshold
Normal 35 4
Laser 80 7
Leather Armor Mark II
Damage type Resistance Threshold
Normal 25 3
Laser 20 1
what does it menas exactly in combat/hit,...
I translated it into my language but dont understand it anyway
P.S.: ked je tu nejaky slovak/čech kt. tomu rozumie tak dakujem za preklad/vysvetlenie :)
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http://fallout.wikia.com/wiki/Damage_Threshold (http://fallout.wikia.com/wiki/Damage_Threshold)
I think it works the same way in fonline.
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Someone please correct if I'm not right here:
Metal Armor: Laser 75%/6
Means when you get 100 damage, the resultant received damage is: (100-6) - 75%
Is it right?
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Někdo mě prosím opravte, pokud je v tom chyba:
Metal Armor: Laser 75%/6
To znamená, pokud ti někdo dá 100 bodů zranění, tak výsledné zranění je: (100-6) - 75%
Je to správně?
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And sorry for non-english, it's just a translation he asked for.
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You are right, but I am not sure if resistance aplies after treshold or vice versa. Could be good to know the damage formula for sure.
Edit: Ok, I ve been proven wrong:-)
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You are right, but I am not sure if resistance aplies after treshold or vice versa. Could be good to know the damage formula for sure.
I believe it's applied after threshold. I have these two sources:
http://fallout.wikia.com/wiki/Damage_Threshold
("damage resistance, which reduces damage by a certain percentage after the damage threshold")
http://strategywiki.org/wiki/Fallout/Armor
("The armor will naturally deflect 8 hit points of damage because of the damage threshold. Now only 34 hit points remain. The armor can resist 60% of that damage.")
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assuming normal difficulty level
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
It's kind of a pseudocode for FO2 combat algorithm. armor_dt and armor_dr are Damage Threshold and Damage Resistance respectively, gained from base stats, perks/traits and armour. ammo_dmg_mul, ammo_dmg_div and dr_mod are ammo properties. The rest is either obvious, or declared in the pseudocode.
The FOnline code is pretty much identical, with one addition - some ammo types have "armor piercing" effect, that gives the weapon the Penetrate perk (in addition to any existing weapon perk, a hidden weapon property in FO2).
Ammo properties such as DR Mod can be seen upon examining in the inventory screen.
Final note: fallout.wikia.com is horrible when it comes to the mechanics. falloutmods.wikia.com, while not perfect, is a much more reliable reference source.
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Atom, really usefull info, thank you very much :)
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one thing need to be clearified:
is the bonus ranged fire broken for miniguns?
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What do you mean ? Bonus rate of fire OR Bonus ranged damage ?
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sorry, bonus ranged damage