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Damage Calculation

At first target's resistances and thresholds are calculated.

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)


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)


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 ); } }

Revision as of 12:53, 7 April 2016 by Antohha (Talk | contribs)

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