Difference between revisions of "Weapon Damage Formula"
imported>SnakeChomp (Make it more clear that MeleeDamageActorValue is actually an ActorValue) |
imported>SnakeChomp m (The hat only adds melee damage when using a baseball bat) |
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'''MeleeDamageActorValue''' is an [[ActorValue]]. The base value = ActorValueBonuses + fAVDMeleeDamageStrengthMult * (ActorStrengthValue + fAVDMeleeDamageStrengthOffset) | '''MeleeDamageActorValue''' is an [[ActorValue]]. The base value = ActorValueBonuses + fAVDMeleeDamageStrengthMult * (ActorStrengthValue + fAVDMeleeDamageStrengthOffset) | ||
:*ActorValueBonuses are granted by certain abilities or equipment. For example, the "Takoma Park Little Leaguer Cap" has an enchantment which increases melee damage by 5. Wearing this cap would mean that ActorValueBonuses has a value of 5. | :*ActorValueBonuses are granted by certain abilities or equipment. For example, the "Takoma Park Little Leaguer Cap" has an enchantment which increases melee damage by 5 while a baseball bat is equipped. Wearing this cap while equiping a baseball bat would mean that ActorValueBonuses has a value of 5. | ||
:*fAVDMeleeDamageStrengthMult defaults to: 0.5 | :*fAVDMeleeDamageStrengthMult defaults to: 0.5 | ||
:*fAVDMeleeDamageStrengthOffset defaults to: 0 | :*fAVDMeleeDamageStrengthOffset defaults to: 0 |
Revision as of 19:27, 29 December 2008
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Gun Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * GunConditionPenalty * SkillBonus) + CriticalDamageBonus
Melee Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * MeleeConditionPenalty * SkillBonus + MeleeDamageActorValue) + 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.
BaseWeaponDamage is specified on the weapon form.
DamageMultiplier = fDamageWeaponMult
- fDamageWeaponMult defaults to: 1
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 = fDamageSkillBase + (fDamageSkillMult * ActorSkillValue / 100)
- fDamageSkillBase defaults to: 0.5
- fDamageSkillMult defaults to: 0.5
- ActorSkillValue is the actor's skill value with the weapon.
MeleeDamageActorValue is an ActorValue. The base value = ActorValueBonuses + fAVDMeleeDamageStrengthMult * (ActorStrengthValue + fAVDMeleeDamageStrengthOffset)
- ActorValueBonuses are granted by certain abilities or equipment. For example, the "Takoma Park Little Leaguer Cap" has an enchantment which increases melee damage by 5 while a baseball bat is equipped. Wearing this cap while equiping a baseball bat would mean that ActorValueBonuses has a value of 5.
- fAVDMeleeDamageStrengthMult defaults to: 0.5
- fAVDMeleeDamageStrengthOffset defaults to: 0
- ActorStrengthValue is the actor's strength value
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:
- fCombatDamageBonusSneakingMult
- fCombatDamageBonusMeleeSneakingMult
- fDamageSneakAttackMult