Difference between revisions of "Weapon Damage Formula"

4,510 bytes added ,  19:52, 12 July 2009
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imported>SnakeChomp
(Weapon damage formula for gun and melee weapons, unarmed TBD)
 
imported>Henning
 
(19 intermediate revisions by 2 users not shown)
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=== Variables ===
__NOTOC__
;Weapon damage listed on the [[Weapons|weapon form]] = D
{{Incomplete}}


;[[fDamageWeaponMult]] = DM
Gun Damage = (PerkModifiers(BaseWeaponDamage * DamageMultiplier * GunConditionPenalty * SkillBonus) + CriticalDamageBonus) - DamageAbsorbedByArmor


;[[fDamageSkillBase]] = SB
Melee Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * MeleeConditionPenalty * SkillBonus + MeleeDamageActorValue + MeleeArmConditionPenalty) + CriticalDamageBonus


;[[fDamageSkillMult]] = SM
Unarmed Damage = ''Formula unknown at this time''


;Actor skill with the given weapon = S
'''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.
:This value is 10 with 100 skill, 9 with 90 skill, and etc


;Weapon condition = C
'''BaseWeaponDamage''' is specified on the [[Weapons|weapon form]].
:100% condition gives a value of 1, 90% a value of 0.9, etc


;[[fDamageGunWeapCondMult]] = GunCM
'''DamageMultiplier''' = fDamageWeaponMult


;[[fDamageGunWeapCondBase]] = GunCB
'''DamageAbsorbedByArmor''' = fArmorRatingBase * ''ArmorRatingValue'' * fArmorRatingMult * (ArmorRatingConditionBase * ''ArmorCondition'' * fArmorRatingConditionMult)


;[[fDamageMeleeWeapCondMult]] = MeleeCM
'''GunConditionPenalty''' = fDamageGunWeapCondBase + fDamageGunWeapCondMult * ''WeaponCondition''


;[[fDamageMeleeWeapCondBase]] = MeleeCB
'''MeleeConditionPenalty''' = fDamageMeleeWeapCondBase + fDamageMeleeWeapCondMult * ''WeaponCondition''


;[[fAVDMeleeDamageStrengthMult]] = StrM
'''SkillBonus''' = fDamageSkillBase + fDamageSkillMult * ''ActorSkillValue'' / 100


;[[fAVDMeleeDamageStrengthOffset]] = StrB
'''MeleeDamageActorValue''' is an [[ActorValue]]. The base value = fAVDMeleeDamageStrengthMult * (fAVDMeleeDamageStrengthOffset + ''ActorStrengthValue'')
: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.


;Actor strength value = Str
'''MeleeArmConditionPenalty''' = BaseWeaponDamage * (fDamageArmConditionBase - 1 + fDamageArmConditionMult * ''ArmCondition'') / 2
:With default values, this term reduces melee damage dealt by (up to) 10% of base weapon damage when arms are crippled and does nothing when arms are healthy.


;All perks with a "Calculate weapon damage" entry point = PerkModifiers(x) => y
'''CriticalDamageBonus''' = PerkCritModifiers(CritDamage) * ''IsCriticalHit''
: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.
:*'''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 [[Weapons|weapon form]]


=== Gun Formula ===
<tt>Gun Damage = PerkModifiers(DM * (GunCB + (GunCM * C)) * (D * SB + S * SM))</tt>


=== Melee Formula ===
''WeaponCondition'' is 1 at 100% condition, 0.5 at 50% condition, and etc.
<tt>Melee Damage = PerkModifiers((StrM * (Str + StrB)) + DM * (MeleeCB + (MeleeCM * C)) * (D * SB + S * SM))</tt>


=== Unarmed Formula ===
''ActorSkillValue'' is the actor's skill value with the weapon.
To be determined
 
''ActorStrengthValue'' is the actor's strength value.
 
''ArmCondition'' is the condition of the actor's arm.
:*When using a one handed weapon, ''ArmCondition'' 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.
 
''IsCriticalHit'' is 1 if the attack was a critical hit, 0 otherwise. See also the [[Critical Hit Chance Formula]].
 
=== Game settings used in these formulas ===
 
{{SettingGroupHeader}}
{{SettingGroupSetting
|Name = fDamageWeaponMult
|Default = 1
|Description = Scales base weapon damage in the damage formulas.
}}
{{SettingGroupSetting
|Name = fDamageGunWeapCondMult
|Default = 0.34
|Description = Used to calculate ''GunConditionPenalty''
}}
{{SettingGroupSetting
|Name = fDamageGunWeapCondBase
|Default = 0.66
|Description = Used to calculate ''GunConditionPenalty''
}}
{{SettingGroupSetting
|Name = fDamageMeleeWeapCondMult
|Default = 0.5
|Description = Used to calculate ''MeleeConditionPenalty''
}}
{{SettingGroupSetting
|Name = fDamageMeleeWeapCondBase
|Default = 0.5
|Description = Used to calculate ''MeleeConditionPenalty''
}}
{{SettingGroupSetting
|Name = fDamageSkillBase
|Default = 0.5
|Description = Used to calculate ''SkillBonus''
}}
{{SettingGroupSetting
|Name = fDamageSkillMult
|Default = 0.5
|Description = Used to calculate ''SkillBonus''
}}
{{SettingGroupSetting
|Name = fAVDMeleeDamageStrengthMult
|Default = 0.5
|Description = Used to calculate ''MeleeDamageActorValue''
}}
{{SettingGroupSetting
|Name = fAVDMeleeDamageStrengthOffset
|Default = 0
|Description = Used to calculate ''MeleeDamageActorValue''
}}
{{SettingGroupSetting
|Name = fDamageArmConditionBase
|Default = 0.2
|Description = Used to calculate ''MeleeArmConditionPenalty''
}}
{{SettingGroupSetting
|Name = fDamageArmConditionMult
|Default = 0.8
|Description = Used to calculate ''MeleeArmConditionPenalty''
}}
{{SettingGroupFooter}}
 
=== Critical hit damage ===
 
The critical hit bonus damage is special: it ignores the actor's damage resistance. Even if the attack would have done 0 or nearly 0 damage due to damage resistance, the critical hit damage will hit for full affect.
 
=== Notes ===
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 ===
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
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