Difference between revisions of "Weapon Damage Formula"
MeleeDamage actor value
imported>SnakeChomp (Fix the formula after it was found to be wrong. Reorder formula components.) |
imported>SnakeChomp (MeleeDamage actor value) |
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Gun Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * GunConditionPenalty * SkillBonus) + CriticalDamageBonus | Gun Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * GunConditionPenalty * SkillBonus) + CriticalDamageBonus | ||
Melee Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * MeleeConditionPenalty * SkillBonus + | Melee Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * MeleeConditionPenalty * SkillBonus + MeleeDamageActorValue) + CriticalDamageBonus | ||
Unarmed Damage = ''Formula unknown at this time'' | Unarmed Damage = ''Formula unknown at this time'' | ||
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:*ActorSkillValue is the actor's skill value with the weapon. | :*ActorSkillValue is the actor's skill value with the weapon. | ||
''' | '''MeleeDamageActorValue''' = 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. | |||
:*fAVDMeleeDamageStrengthMult defaults to: 0.5 | :*fAVDMeleeDamageStrengthMult defaults to: 0.5 | ||
:*fAVDMeleeDamageStrengthOffset defaults to: 0 | :*fAVDMeleeDamageStrengthOffset defaults to: 0 | ||
:*ActorStrengthValue is the actor's strength value | :*ActorStrengthValue is the actor's strength value | ||
:*'''Note:''' you can see the actual number being used for your character in game by typing ''player.getav meleedamage'' into the console. | |||
'''CriticalDamageBonus''' = IsCriticalHit * PerkCritModifiers(CritDamage) | '''CriticalDamageBonus''' = IsCriticalHit * PerkCritModifiers(CritDamage) |