Damage Calculation
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− | + | 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= | |
− | + | TargetDR = Armor + Perks<br /> | |
+ | TargetDR = (TargetDR* (100 - (10*HitTheGap) + 30*attacker.Param[TRAIT_FINESSE]))/100<br /> | ||
+ | if (PartialBypass > 0 ) | ||
+ | { | ||
+ | TargetDR = (TargetDR * (100 - PartialBypass )) / 100; | ||
+ | } | ||
+ | TargetDR += Ammo.DRMod<br /> | ||
+ | TargetDR = CLAMP(TargetDR , 0, 100)<br /> | ||
− | + | =Bypass= | |
− | PartialBypass += 30 + (30 * (55 - ((21 - | + | PartialBypass += 30 + (30 * (55 - ((21 - target.Luck) * target.Luck) / 2)) / 45<br /> |
− | PartialBypass -= target.Perk[PE_ARMOR_EFFICIENCY] * 15 | + | PartialBypass -= target.Perk[PE_ARMOR_EFFICIENCY] * 15<br /> |
− | PartialBypass += 15 * (weaponPerkEff( | + | PartialBypass += 15 * (weaponPerkEff( WP_PIERCING_STRIKE))<br /> |
− | PartialBypass += 15 * weaponLegendaryEff( | + | PartialBypass += 15 * weaponLegendaryEff(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 /> |
− | + | =Damage threshold= | |
+ | TargetDT = Armor + Perks<br /> | ||
+ | TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100<br /> | ||
+ | TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100<br /> | ||
+ | TargetDT = CLAMP(TargetDT , 0, 9999)<br /> | ||
− | + | =Damage calculation= | |
+ | DmgMul = DmgMul * Ammo.DmgMul / 100<br /> | ||
+ | DmgMul = (DmgMul * bonusDamage) / 100<br /> | ||
− | + | rawMin = weapon.minDMG<br /> | |
+ | rawMin += BRD - targetDT<br /> | ||
+ | rawMin -= rawMin * targetDR / 100<br /> | ||
+ | rawMin *= dmgMul / 100<br /> | ||
+ | rawMin *= rounds<br /> | ||
− | + | rawMax = weapon.maxDMG<br /> | |
+ | rawMax += BRD - targetDT<br /> | ||
+ | rawMax -= rawMax * targetDR / 100<br /> | ||
+ | rawMax *= dmgMul / 100<br /> | ||
+ | rawMax *= rounds<br /> | ||
− | + | rawDmg = Random(rawMin, rawMax)<br /> | |
− | + | ||
− | + | =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(attacker,FTLB_MORE_BLEED);<br /> | |
− | + | BleedDmg = rawDmg * BleedCoEff / 100;<br /> | |
− | + | } | |
− | + | ||
− | + | ||
− | rawDmg = | + | toBleed = target.Param[ST_DAMAGE_TO_BLEED_DR] + 10 * target.Perk[PE_PMS];<br /> |
+ | 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 /> |
Latest revision as of 19:01, 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 |
[edit] 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)
[edit] Bypass
PartialBypass += 30 + (30 * (55 - ((21 - target.Luck) * target.Luck) / 2)) / 45
PartialBypass -= target.Perk[PE_ARMOR_EFFICIENCY] * 15
PartialBypass += 15 * (weaponPerkEff( WP_PIERCING_STRIKE))
PartialBypass += 15 * weaponLegendaryEff(WP_PIERCING_STRIKE)
PartialBypass += GetLeadershipBoost(attacker,FTLB_MORE_ARMOR_BYPASS)
PartialBypass -= GetLeadershipBoost(target,FTLB_LESS_ARMOR_BYPASS)
PartialBypass = CLAMP(partialBypass, 0, 100)
[edit] Damage threshold
TargetDT = Armor + Perks
TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100
TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100
TargetDT = CLAMP(TargetDT , 0, 9999)
[edit] Damage calculation
DmgMul = DmgMul * Ammo.DmgMul / 100
DmgMul = (DmgMul * bonusDamage) / 100
rawMin = weapon.minDMG
rawMin += BRD - targetDT
rawMin -= rawMin * targetDR / 100
rawMin *= dmgMul / 100
rawMin *= rounds
rawMax = weapon.maxDMG
rawMax += BRD - targetDT
rawMax -= rawMax * targetDR / 100
rawMax *= dmgMul / 100
rawMax *= rounds
rawDmg = Random(rawMin, rawMax)
[edit] 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(attacker,FTLB_MORE_BLEED);
BleedDmg = rawDmg * BleedCoEff / 100;
}
toBleed = target.Param[ST_DAMAGE_TO_BLEED_DR] + 10 * target.Perk[PE_PMS];
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 );