Damage Calculation
Line 1: | Line 1: | ||
− | At first target's resistances and thresholds are calculated. | + | At first target's resistances and thresholds are calculated.<br /> |
+ | After that using this values raw damage is calculated. <br /> | ||
+ | If it is higher than zero, bleed value is counted.<br /> | ||
+ | |||
=Damage resistance= | =Damage resistance= | ||
TargetDR = Armor + Perks<br /> | TargetDR = Armor + Perks<br /> | ||
− | TargetDR = (TargetDR* (100 - (10 * HitTheGap) + 30*attacker.Param[TRAIT_FINESSE])) / 100<br /> | + | TargetDR = (TargetDR* (100 - (10*HitTheGap) + 30*attacker.Param[TRAIT_FINESSE]))/100<br /> |
if (PartialBypass > 0 ) | if (PartialBypass > 0 ) | ||
{ | { | ||
Line 11: | Line 14: | ||
TargetDR = CLAMP(TargetDR , 0, 100)<br /> | TargetDR = CLAMP(TargetDR , 0, 100)<br /> | ||
− | + | =Bypass= | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
PartialBypass % = 60 * Decreaed DR WeaponTrait<br /> | PartialBypass % = 60 * Decreaed DR WeaponTrait<br /> | ||
PartialBypass += 30 + (30 * (55 - ((21 - L) * L) / 2)) / 45<br /> | PartialBypass += 30 + (30 * (55 - ((21 - L) * L) / 2)) / 45<br /> | ||
Line 25: | Line 24: | ||
PartialBypass = CLAMP(partialBypass, 0, 100)<br /> | PartialBypass = CLAMP(partialBypass, 0, 100)<br /> | ||
− | + | =Damage threshold= | |
− | + | TargetDT = Armor + Perks<br /> | |
− | + | TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100<br /> | |
− | + | ||
− | + | ||
TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100<br /> | TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100<br /> | ||
TargetDT = CLAMP(TargetDT , 0, 9999)<br /> | TargetDT = CLAMP(TargetDT , 0, 9999)<br /> | ||
− | + | =Damage calculation= | |
DmgMul = DmgMul * Ammo.DmgMul / 100<br /> | DmgMul = DmgMul * Ammo.DmgMul / 100<br /> | ||
DmgMul = (DmgMul * bonusDamage) / 100<br /> | DmgMul = (DmgMul * bonusDamage) / 100<br /> | ||
Line 48: | Line 45: | ||
rawDmg = Random(rawMin, rawMax)<br /> | rawDmg = Random(rawMin, rawMax)<br /> | ||
− | if | + | =Bleed calculation= |
− | + | if rawDmg was higher than zero, [[Bleed]] is calculated. | |
− | + | ||
− | + | ||
− | + | BleedCoEff += attack.BleedStr + 20 * weaponPerkEff(WP_BETTER_BLEED);<br /> | |
− | + | BleedCoEff += 20*weaponLegendaryEff(WP_BETTER_BLEED);<br /> | |
− | + | ||
− | + | ||
− | + | ||
− | + | if (BleedCoEff > 0) | |
− | + | {<br /> | |
+ | BleedCoEff -= GetLeadershipBoost(target,FTLB_LESS_BLEED);<br /> | ||
+ | BleedCoEff += GetLeadershipBoost(target,FTLB_MORE_BLEED);<br /> | ||
+ | BleedDmg = rawDmg * BleedCoEff / 100;<br /> | ||
+ | } | ||
− | + | int toBleed = target.Param[ST_DAMAGE_TO_BLEED_DR] + 10 * target.Perk[PE_PMS];<br /> | |
− | + | int mitbd = rawDmg * toBleed / 100 + target.Param[ST_DAMAGE_TO_BLEED_DT];<br /> | |
− | + | if (mitbd > rawDmg )mitbd = rawDmg ;<br /> | |
− | + | rawDmg -= mitbd ;<br /> | |
− | + | BleedDmg += mitbd;<br /> | |
− | + | if (bd > 0)AffectBleed(target, BleedDmg );<br /> | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + |
Revision as of 13:51, 7 April 2016
At first target's resistances and thresholds are calculated.
After that using this values raw damage is calculated.
If it is higher than zero, bleed value is counted.
Contents |
Damage resistance
TargetDR = Armor + Perks
TargetDR = (TargetDR* (100 - (10*HitTheGap) + 30*attacker.Param[TRAIT_FINESSE]))/100
if (PartialBypass > 0 )
{
TargetDR = (TargetDR * (100 - PartialBypass )) / 100;
}
TargetDR += Ammo.DRMod
TargetDR = CLAMP(TargetDR , 0, 100)
Bypass
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)
Damage threshold
TargetDT = Armor + Perks
TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100
TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100
TargetDT = CLAMP(TargetDT , 0, 9999)
Damage calculation
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)
Bleed calculation
if rawDmg was higher than zero, Bleed is calculated.
BleedCoEff += attack.BleedStr + 20 * weaponPerkEff(WP_BETTER_BLEED);
BleedCoEff += 20*weaponLegendaryEff(WP_BETTER_BLEED);
if (BleedCoEff > 0)
{
BleedCoEff -= GetLeadershipBoost(target,FTLB_LESS_BLEED);
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 );