Weapon Damage Formula

From the Fallout3 GECK Wiki
Revision as of 14:50, 24 December 2008 by imported>SnakeChomp (Note on sneak attack variables)
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Variables

Weapon damage listed on the weapon form = D
Weapon crit damage listed on the weapon form = CritD
fDamageWeaponMult = DM
fDamageSkillBase = SB
fDamageSkillMult = SM
Actor skill with the given weapon = S
This value is 10 with 100 skill, 9 with 90 skill, and etc
Weapon condition = C
100% condition gives a value of 1, 90% a value of 0.9, etc
fDamageGunWeapCondMult = GunCM
fDamageGunWeapCondBase = GunCB
fDamageMeleeWeapCondMult = MeleeCM
fDamageMeleeWeapCondBase = MeleeCB
fAVDMeleeDamageStrengthMult = StrM
fAVDMeleeDamageStrengthOffset = StrB
Actor strength value = Str
IsCriticalHit
This value is 1 if the attack was a critical hit, 0 otherwise
All perks with a "Calculate weapon damage" entry point = PerkModifiers(x) => y
Note that consumables which increase damage, such as the 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.
All perks with a "Calculate my critical hit damage" entry point = PerkCritModifiers(x) => y

Gun Formula

Gun Damage = IsCriticalHit * PerkCritModifiers(CritD) + PerkModifiers(DM * (GunCB + (GunCM * C)) * (D * SB + S * SM))

Melee Formula

Melee Damage = IsCriticalHit * PerkCritModifiers(CritD) + PerkModifiers((StrM * (Str + StrB)) + DM * (MeleeCB + (MeleeCM * C)) * (D * SB + S * SM))

Unarmed Formula

To be determined

Notes

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

Sneak damage

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