Difference between revisions of "Weapon Damage Formula"

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imported>SnakeChomp
(Rename formula components to indicate their intent. Attempt to indicate that game settings are not constants)
imported>SnakeChomp
(Make it more clear that actor skill value is divided by 10)
Line 27: Line 27:
:*WeaponCondition is 1 at 100% condition, 0.5 at 50% condition, and etc
:*WeaponCondition is 1 at 100% condition, 0.5 at 50% condition, and etc


'''SkillBonus''' = ActorSkillValue * fDamageSkillMult
'''SkillBonus''' = ActorSkillValue / 10 * fDamageSkillMult
:*fDamageSkillMult defaults to: 0.5
:*fDamageSkillMult defaults to: 0.5
:*ActorSkillValue is the actor's skill value with the weapon divided by 10. The value is 10 with 100 skill, 5 with 50 skill, etc.
:*ActorSkillValue is the actor's skill value with the weapon.


'''BaseWeaponDamage''' = WeaponDamage * fDamageSkillBase
'''BaseWeaponDamage''' = WeaponDamage * fDamageSkillBase

Revision as of 00:52, 29 December 2008

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Gun Damage = PerkModifiers(DamageMultiplier * GunConditionPenalty * (BaseWeaponDamage + SkillBonus)) + CriticalDamageBonus
Melee Damage = PerkModifiers(StrengthBonus + DamageMultiplier * MeleeConditionPenalty * (BaseWeaponDamage + SkillBonus)) + CriticalDamageBonus
Unarmed Damage = Formula unknown at this time

PerkModifiers is a function that modifies the input value using any perks active on the actor that have a "Calculate Weapon Damage" Entry Point and returns the result. Note: consumables which increase damage, such as Yao Guai Meat, are implemented by adding a perk to the actor which has a "Calculate Weapon Damage" entry point for the duration of the effect.

DamageMultiplier = fDamageWeaponMult

  • fDamageWeaponMult defaults to: 1

StrengthBonus = fAVDMeleeDamageStrengthMult * (ActorStrengthValue + fAVDMeleeDamageStrengthOffset)

  • fAVDMeleeDamageStrengthMult defaults to: 0.5
  • fAVDMeleeDamageStrengthOffset defaults to: 0
  • ActorStrengthValue is the actor's strength value

GunConditionPenalty = fDamageGunWeapCondBase + (fDamageGunWeapCondMult * WeaponCondition)

  • fDamageGunWeapCondMult defaults to: 0.34
  • fDamageGunWeapCondBase defaults to: 0.66
  • WeaponCondition is 1 at 100% condition, 0.5 at 50% condition, and etc

MeleeConditionPenalty = fDamageMeleeWeapCondBase + (fDamageMeleeWeapCondMult * WeaponCondition)

  • fDamageMeleeWeapCondMult defaults to: 0.5
  • fDamageMeleeWeapCondBase defaults to: 0.5
  • WeaponCondition is 1 at 100% condition, 0.5 at 50% condition, and etc

SkillBonus = ActorSkillValue / 10 * fDamageSkillMult

  • fDamageSkillMult defaults to: 0.5
  • ActorSkillValue is the actor's skill value with the weapon.

BaseWeaponDamage = WeaponDamage * fDamageSkillBase

  • WeaponDamage is specified on the weapon form
  • fDamageSkillBase defaults to: 0.5

CriticalDamageBonus = IsCriticalHit * PerkCritModifiers(CritDamage)

  • IsCriticalHit is 1 if the attack was critical, 0 otherwise
  • PerkCritModifiers is a function that modifies the input value using any perks active on the actor that have a "Calculate My Critical Hit Damage" Entry Point and returns the result.
  • CritDamage is the "Crit Dmg" value on the weapon form

Notes

If the value returned by PerkModifiers is 0, the game engine considers the attack to have missed, even if the bullet physically impacts an actor. No blood spatter is made, no hit sound effect is played, and the attack cannot be a critical hit, even if the critical hit chance is 100% or more.

Sneak attack damage

It is currently unknown how sneak damage modifiers are applied to the damage formula. Further research is needed. The variables involved appear to be: