Author Topic: Firing mechanism and damage explanation  (Read 49644 times)

Offline Myroc

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Re: Firing mechanism and damage explanation
« Reply #60 on: November 01, 2013, 07:54:03 pm »
So, with the change to raycast weapons in 1.3.3, do Lesmok rounds actually work with raycast weapons now? Previously they were useless on gatlings and carronades since they were unaffected by muzzle speed and projectile lift. Has this changed?

Offline Captain Smollett

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Re: Firing mechanism and damage explanation
« Reply #61 on: November 01, 2013, 07:58:01 pm »
Yes, changed the patch before this one.

Offline Captain Smollett

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Re: Firing mechanism and damage explanation
« Reply #62 on: November 01, 2013, 08:05:26 pm »
Wait people realy didn't know of this?

Your saying the charged plus buff modifier is 1.5 instead of 1.56. That's counter intuitive to me. It seems the modifiers should multiply against each other not be additive. 20% more than 100 and 30% more than that is 156, not 150.

Offline N-Sunderland

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Re: Firing mechanism and damage explanation
« Reply #63 on: November 01, 2013, 08:16:08 pm »
Wait people realy didn't know of this?

Your saying the charged plus buff modifier is 1.5 instead of 1.56. That's counter intuitive to me. It seems the modifiers should multiply against each other not be additive. 20% more than 100 and 30% more than that is 156, not 150.

I thought it was really odd too, but I'd imagine that Cullen would know how it works.

Unless Eric wants to go ahead and clarify.

Yes, changed the patch before this one.

Rather, the patch before the patch before the patch before this one (1.3) ;)


Offline Sprayer

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Re: Firing mechanism and damage explanation
« Reply #64 on: November 02, 2013, 03:20:34 am »
Well, that's actually why I'm asking. Additive mods would mean buff has the same absolute, but better relative effect on greased than charged rounds. Multiplikative mods would mean the same relative effect but better absolute effect on charged than greased rounds.

Offline Sprayer

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Re: Firing mechanism and damage explanation
« Reply #65 on: November 05, 2013, 11:58:13 am »
[...] the aoe damage reduces as it moves farther away from [the] impacts.

Is that true?

Offline DJ Tipz N Trix

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Re: Firing mechanism and damage explanation
« Reply #66 on: June 24, 2014, 01:55:13 pm »
The weapons page still says flamethrower has 300 ammo when it only has 250.

Offline Watchmaker

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Re: Firing mechanism and damage explanation
« Reply #67 on: August 20, 2014, 11:00:42 am »
I don't think an official response ever got posted for this question, so I'm posting one:

Multiple sources of % modifiers (buff hammer + charged rounds, buff hammer + kerosene, etc) are additive.  That is, the final value, whether we're talking about engine thrust or shot damage or whatever, is

(base value) * ( 1 + (modifier1 + modifier2 + ...) )

This applies equally to negative modifiers; Impact Bumpers is (I think) -60% thrust, and buff hammer gives +25% thrust, so if both are active you have 65% (1 - 0.35) of your engine's normal thrust.
« Last Edit: August 20, 2014, 11:23:41 am by Watchmaker »

Offline Alistair MacBain

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Re: Firing mechanism and damage explanation
« Reply #68 on: August 20, 2014, 11:15:39 am »
Is this the same for component modifiers for damage types?
If its the same it would be like this: base damage*(buff+ammo+component)
Or is the component damage added elsewhere?


Offline Watchmaker

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Re: Firing mechanism and damage explanation
« Reply #69 on: August 20, 2014, 11:39:12 am »
Taking damage into account the formula would be:

(base value) * (damage modifier) * (1 + skillModifier1 + skillModifier2 +...)

The damage modifier is linear between 0 and 1 for engines and the balloon (just health/maxHealth).  For guns, it's (health/maxHealth)*0.5 + 0.5.

Offline Sprayer

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Re: Firing mechanism and damage explanation
« Reply #70 on: August 22, 2014, 01:20:36 pm »
Ooooh! I thought this thread was forgotten. This specific question actually did get answered at some point, maybe when I asked ingame  :P

So to the AoE thing... do 'splosions do less damage to stuff the further it's away from the epicenter? (quoting awkm on that nomencalture) Reading the OP it really seemed (to me) like full secondary damage was applied on all components caught in the AoE.

Offline Omniraptor

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Offline Sprayer

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Re: Firing mechanism and damage explanation
« Reply #72 on: August 23, 2014, 01:16:43 pm »
Thx omni!

@ Allistair in case Watchmaker didnt answer your question with that post (did he?),
I'm very confident damage type modifiers are multiplied after everything else is calculated, so it'd look like this:
(final damage to component)=[(primary damage)*(1+buff+ammo)]*(primary damage type)+[(secondary damage)*(1+buff+ammo)]*(secondary damagetype)
So it's the same as written earlier in this thread (by sunderland I believe).

Offline Alistair MacBain

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Re: Firing mechanism and damage explanation
« Reply #73 on: August 23, 2014, 01:39:22 pm »
Thats what watchmaker said ;).

Offline Sprayer

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Re: Firing mechanism and damage explanation
« Reply #74 on: August 23, 2014, 04:00:48 pm »
Oh I thought he was talking about effectiveness of damaged components.