Difference between revisions of "Weapon Damage Formula"

178 bytes added ,  16:15, 1 January 2009
→‎Notes: Clarify the note after further testing
imported>SnakeChomp
(More accurately describe the meleedamage base value and how it can be modified further)
imported>SnakeChomp
(→‎Notes: Clarify the note after further testing)
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=== Notes ===
=== 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.
If weapon damage is calculated to be 0 before being modified by perks, 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. However, if weapon damage is modified to be zero by a perk, the attack still has a chance to critically hit and any critical hits will do bonus damage.


=== Sneak attack damage ===
=== Sneak attack damage ===
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