Damage Calculation
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Damage is calculated as:  | Damage is calculated as:  | ||
| − | TargetDR = Armor + Perks  | + | TargetDR = Armor + Perks<br />  | 
TargetDR = (TargetDR* (100 - (10 * HitTheGap) + 30*attacker.Param[TRAIT_FINESSE])) / 100  | TargetDR = (TargetDR* (100 - (10 * HitTheGap) + 30*attacker.Param[TRAIT_FINESSE])) / 100  | ||
TargetDT = Armor + Perks<br />  | TargetDT = Armor + Perks<br />  | ||
| − | TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100  | + | TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100<br />  | 
| − | PartialBypass % = 60 * Decreaed DR WeaponTrait  | + | PartialBypass % = 60 * Decreaed DR WeaponTrait<br />  | 
| − | PartialBypass += 30 + (30 * (55 - ((21 - L) * L) / 2)) / 45  | + | PartialBypass += 30 + (30 * (55 - ((21 - L) * L) / 2)) / 45<br />  | 
| − | PartialBypass -= target.Perk[PE_ARMOR_EFFICIENCY] * 15  | + | PartialBypass -= target.Perk[PE_ARMOR_EFFICIENCY] * 15<br />  | 
| − | PartialBypass += 15 * (weaponPerkEff(attack.WeaponPerks, attack.Skill, WP_PIERCING_STRIKE))  | + | PartialBypass += 15 * (weaponPerkEff(attack.WeaponPerks, attack.Skill, WP_PIERCING_STRIKE))<br />  | 
| − | PartialBypass += 15 * weaponLegendaryEff(realWeapon,WP_PIERCING_STRIKE)  | + | PartialBypass += 15 * weaponLegendaryEff(realWeapon,WP_PIERCING_STRIKE)<br />  | 
| − | PartialBypass += GetLeadershipBoost(attacker,FTLB_MORE_ARMOR_BYPASS)  | + | PartialBypass += GetLeadershipBoost(attacker,FTLB_MORE_ARMOR_BYPASS)<br />  | 
| − | PartialBypass -= GetLeadershipBoost(target,FTLB_LESS_ARMOR_BYPASS)  | + | PartialBypass -= GetLeadershipBoost(target,FTLB_LESS_ARMOR_BYPASS)<br />  | 
| − | PartialBypass = CLAMP(partialBypass, 0, 100)  | + | PartialBypass = CLAMP(partialBypass, 0, 100)<br />  | 
if (PartialBypass > 0 )  | if (PartialBypass > 0 )  | ||
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}  | }  | ||
| − | TargetDR += Ammo.DRMod  | + | TargetDR += Ammo.DRMod<br />  | 
| − | TargetDR = CLAMP(TargetDR , 0, 100)  | + | TargetDR = CLAMP(TargetDR , 0, 100)<br />  | 
| − | TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100  | + | TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100<br />  | 
| − | TargetDT = CLAMP(TargetDT , 0, 9999)  | + | TargetDT = CLAMP(TargetDT , 0, 9999)<br />  | 
| − | DmgMul = DmgMul * Ammo.DmgMul / 100  | + | DmgMul = DmgMul * Ammo.DmgMul / 100<br />  | 
| − | DmgMul = (DmgMul * bonusDamage) / 100  | + | DmgMul = (DmgMul * bonusDamage) / 100<br />  | 
| − | rawMin += BRD - targetDT  | + | rawMin += BRD - targetDT<br />  | 
| − | rawMin -= rawMin * targetDR / 100  | + | rawMin -= rawMin * targetDR / 100<br />  | 
| − | rawMin *= dmgMul / 100  | + | rawMin *= dmgMul / 100<br />  | 
| − | rawMin *= rounds  | + | rawMin *= rounds<br />  | 
| − | rawMax += BRD - targetDT  | + | rawMax += BRD - targetDT<br />  | 
| − | rawMax -= rawMax * targetDR / 100  | + | rawMax -= rawMax * targetDR / 100<br />  | 
| − | rawMax *= dmgMul / 100  | + | rawMax *= dmgMul / 100<br />  | 
| − | rawMax *= rounds  | + | rawMax *= rounds<br />  | 
| − | rawDmg = Random(rawMin, rawMax)  | + | rawDmg = Random(rawMin, rawMax)<br />  | 
if (  rawDmg > 0 )  | if (  rawDmg > 0 )  | ||
Revision as of 11:45, 7 April 2016
Damage is calculated as:
TargetDR = Armor + Perks
TargetDR = (TargetDR* (100 - (10 * HitTheGap) + 30*attacker.Param[TRAIT_FINESSE])) / 100
TargetDT = Armor + Perks
TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100
PartialBypass % = 60 * Decreaed DR WeaponTrait
PartialBypass += 30 + (30 * (55 - ((21 - L) * L) / 2)) / 45
PartialBypass -= target.Perk[PE_ARMOR_EFFICIENCY] * 15
PartialBypass += 15 * (weaponPerkEff(attack.WeaponPerks, attack.Skill, WP_PIERCING_STRIKE))
PartialBypass += 15 * weaponLegendaryEff(realWeapon,WP_PIERCING_STRIKE)
PartialBypass += GetLeadershipBoost(attacker,FTLB_MORE_ARMOR_BYPASS)
PartialBypass -= GetLeadershipBoost(target,FTLB_LESS_ARMOR_BYPASS)
PartialBypass = CLAMP(partialBypass, 0, 100)
if (PartialBypass > 0 ) { TargetDR = (TargetDR * (100 - PartialBypass )) / 100; }
TargetDR += Ammo.DRMod
TargetDR = CLAMP(TargetDR , 0, 100)
TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100
TargetDT = CLAMP(TargetDT , 0, 9999)
DmgMul = DmgMul * Ammo.DmgMul / 100
DmgMul = (DmgMul * bonusDamage) / 100
rawMin += BRD - targetDT
rawMin -= rawMin * targetDR / 100
rawMin *= dmgMul / 100
rawMin *= rounds
rawMax += BRD - targetDT
rawMax -= rawMax * targetDR / 100
rawMax *= dmgMul / 100
rawMax *= rounds
rawDmg = Random(rawMin, rawMax)
if ( rawDmg > 0 ) { BleedCoEff += attack.BleedStr + 20 * weaponPerkEff(attack.WeaponPerks, attack.Skill, WP_BETTER_BLEED); BleedCoEff += 20*weaponLegendaryEff(realWeapon,WP_BETTER_BLEED);
if (BleedCoEff > 0) { BleedCoEff -= GetLeadershipBoost(target,FTLB_LESS_BLEED); if (valid(attacker)) BleedCoEff += GetLeadershipBoost(target,FTLB_MORE_BLEED);
BleedDmg = rawDmg * BleedCoEff / 100; }
int toBleed = target.Param[ST_DAMAGE_TO_BLEED_DR] + 10 * target.Perk[PE_PMS]; int mitbd = rawDmg * toBleed / 100 + target.Param[ST_DAMAGE_TO_BLEED_DT]; if (mitbd > rawDmg ) mitbd = rawDmg ;
rawDmg -= mitbd ; BleedDmg += mitbd;
if (bd > 0) { AffectBleed(target, BleedDmg ); } }





