Difference between revisions of "Weapon Damage Formula"
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imported>SnakeChomp (Add arm condition penalty for melee damage) |
imported>Henning |
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Gun Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * GunConditionPenalty * SkillBonus) + CriticalDamageBonus | Gun Damage = (PerkModifiers(BaseWeaponDamage * DamageMultiplier * GunConditionPenalty * SkillBonus) + CriticalDamageBonus) - DamageAbsorbedByArmor | ||
Melee Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * MeleeConditionPenalty * SkillBonus + MeleeDamageActorValue + MeleeArmConditionPenalty) + CriticalDamageBonus | Melee Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * MeleeConditionPenalty * SkillBonus + MeleeDamageActorValue + MeleeArmConditionPenalty) + CriticalDamageBonus | ||
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'''DamageMultiplier''' = fDamageWeaponMult | '''DamageMultiplier''' = fDamageWeaponMult | ||
''' | '''DamageAbsorbedByArmor''' = fArmorRatingBase * ''ArmorRatingValue'' * fArmorRatingMult * (ArmorRatingConditionBase * ''ArmorCondition'' * fArmorRatingConditionMult) | ||
''' | '''GunConditionPenalty''' = fDamageGunWeapCondBase + fDamageGunWeapCondMult * ''WeaponCondition'' | ||
''' | '''MeleeConditionPenalty''' = fDamageMeleeWeapCondBase + fDamageMeleeWeapCondMult * ''WeaponCondition'' | ||
'''MeleeDamageActorValue''' is an [[ActorValue]]. The base value = fAVDMeleeDamageStrengthMult * ( | '''SkillBonus''' = fDamageSkillBase + fDamageSkillMult * ''ActorSkillValue'' / 100 | ||
'''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. | :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 | '''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. | ||
:* | |||
:*When using a one handed weapon, '' | '''CriticalDamageBonus''' = PerkCritModifiers(CritDamage) * ''IsCriticalHit'' | ||
:*'''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]] | |||
''WeaponCondition'' is 1 at 100% condition, 0.5 at 50% condition, and etc. | |||
''ActorSkillValue'' is the actor's skill value with the weapon. | |||
''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. | :*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 === | === Notes === |