Damage (EU2012)
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Damage System
- Regarding the different numbers seen in the Armory info and the actual game values, it seems that the Base Damage range can vary, i.e. a weapon listed with a 9 damage can vary between 8 and 10 and you see the Maximum Damage listed onscreen during the game before firing.
- If the shot is a hit the game will then check to see its Critical Chance.
- If the Critical Chance roll is successful, the game will then calculate the Critical Damage.
- In addition, there are also specific Class perks that can increase Damage (both Base and Crit), such as:
- Headshot (Sniper) +2 Damage to Sniper Rifle
- Gunslinger (Sniper) +2 Damage to pistols
- Shredder (Heavy) +33% damage from all sources to the target
- HEAT Ammo (Heavy) +100% damage against robotic enemies
- Mayhem (Heavy) +1 to +3, depending on the weapon tech level
- Bring 'Em On +1 to +5 bonus, depending on the number of enemies
- Killer Instinct +50% Critical Damage
- There seems to be a Damage cap (at least for explosives) - Rocket Launchers will deal 16 max damage using HEAT and Mayhem, regardless of using Shredder rockets or not.
Critical Damage
The game code that seems to deal with Critical Damage is:
if(bCritical) { iDamage += 1; iDamage = int(float(iDamage) * 1.50); iDamage += class'XComEngine'.static.SyncRand(3, string(Name) @ string(GetStateName()) @ string(GetFuncName())) - 1; return iDamage; }
Or: 1) Increase Damage by +1 2) Multiply Damage by 1.5 3) Add to Damage a randomly generated number and reduce it by 1
The 3rd function isn't clear, but from game results it seems that the range of the generated number is the Critical Damage listed during tactical missions.
Weapons Kill Table
- Based on the above model, the tables below indicate how many shots (Base or Critical) are usually required to take down the aliens.
- BASE = alien can be killed with 1 shot dealing average (non-critical) damage
- CRIT = alien requires either 2 base shots or 1 critical hit with close to maximum critical damage.
Classic
Weapon | Average Base Damage | Crit Damage | Critical Chance | Maximum Damage (Base + Crit)? | Sectoid | Thin Man Floater |
Outsider Drone |
Chryssalid | Muton Zombie |
Heavy Floater Muton Elite Sectoid Commander |
Cyberdisk Bezerker Ethereal |
Sectopod |
---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 4 | 5 | 8 | 10 | 14 | 20 | 30 | |||||
Pistol | 1-2 | 1 | 0 | 2 | ||||||||
Laser Pistol Laser Pistol (I) |
2 | 3 | 10 30 |
5 | CRIT | CRIT | CRIT | |||||
Laser Pistol (I & III) | 3 | 3 | 30 | 6 | BASE | CRIT | CRIT | |||||
Plasma Pistol Assault Rifle Plasma Pistol (I) |
3 | 4 | 0 10 20 |
7 | BASE | CRIT | CRIT | |||||
Plasma Pistol (I & III) | 4 | 4 | 20 | 8 | BASE | BASE | CRIT | CRIT | ||||
LMG Sniper Rifle Shotgun |
4 | 6 | 0 25 20 |
10 | BASE | BASE | CRIT | CRIT | CRIT | |||
Laser Rifle Plasma Light Rifle |
5 | 7 | 10 | 12 | BASE | BASE | BASE | CRIT | CRIT | |||
Heavy Laser Laser Sniper Rifle Laser Scatter |
6 | 9 | 10 30 20 |
15 | BASE | BASE | BASE | CRIT | CRIT | |||
Plasma Rifle | 7 | 10 | 10 | 17 | BASE | BASE | BASE | CRIT | CRIT | CRIT | ||
Heavy Plasma Plasma Sniper Rifle Alloy Cannon |
9 | 13 | 10 35 20 |
22 | BASE | BASE | BASE | BASE | CRIT | CRIT | CRIT |
Confirmed Game Values
- Pistol: 3 crit (no extra damage perks)
- Plasma Pistol: 9 crit (Sniper, Gunslinger, all Pistol upgrades)
- Sniper Rifle: 10 crit (Headshot)
- Plasma Sniper: Rifle 20 crit (Headshot)
- Rocket Launcher: 16 (HEAT Ammo + Mayhem vs Sectopod/Cyberdisc/Drone) = max Rocket damage (tried it twice with and without Shredder Rocket, both times got the same 16 Damage result)