Damage Calculation
Line 1: | Line 1: | ||
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 ) | ||
Line 21: | Line 21: | ||
} | } | ||
− | 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 12:45, 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 ); } }