Difference between revisions of "Weapon Damage Formula"

626 bytes added ,  21:05, 14 January 2009
Add arm condition penalty for melee damage
imported>SnakeChomp
(→‎Notes: Clarify the note after further testing)
imported>SnakeChomp
(Add arm condition penalty for melee damage)
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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 + MeleeDamageActorValue) + CriticalDamageBonus
  Melee Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * MeleeConditionPenalty * SkillBonus + MeleeDamageActorValue + MeleeArmConditionPenalty) + CriticalDamageBonus


  Unarmed Damage = ''Formula unknown at this time''
  Unarmed Damage = ''Formula unknown at this time''
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:*ActorStrengthValue is the actor's strength value
:*ActorStrengthValue is the actor's strength value
:The value of the MeleeDamage actor value can be increased or decreased by certain abilities, effects, perks, enchanted armors, and consumables. 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 the base value calculated from strength is further increased by 5.
:The value of the MeleeDamage actor value can be increased or decreased by certain abilities, effects, perks, enchanted armors, and consumables. 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 the base value calculated from strength is further increased by 5.
'''MeleeArmConditionPenalty''' = BaseWeaponDamage * (fDamageArmConditionBase - 1 + fDamageArmConditionMult * ''ArmCondition'') / 2
:*fDamageArmConditionBase defaults to: 0.2
:*fDamageArmConditionMult defaults to: 0.8
:*When using a one handed weapon, ''ArmCondtion'' is 1 with a healthy right arm and 0 with a crippled right arm.
:*When using a two handed weapon, ''ArmCondition'' is 1 with both arms healthy, 0.5 with 1 arm crippled, 0 with two arms crippled.
:With default values, this term reduces melee damage dealt by (up to) 10% when arms are crippled and does nothing when arms are healthy.


'''CriticalDamageBonus''' = IsCriticalHit * PerkCritModifiers(CritDamage)
'''CriticalDamageBonus''' = IsCriticalHit * PerkCritModifiers(CritDamage)
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