Damage Calculation
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rawDmg = Random(rawMin, rawMax) | 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 ); | ||
+ | } | ||
+ | } |
Revision as of 23:19, 6 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 ); } }