Difference between revisions of "Damage (EU2012)"

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* The results for the other perks can be deduced from this table by calculating the corresponding additions, i.e. Gunslinger will add +2 to Pistol iDamage, Bring 'Em On will also add a variable number, while Shredder will add 33% to the end Damage value.
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===Confirmed Game Values===
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* Pistol: '''3 crit''' (no extra damage perks)
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* Plasma Pistol: '''9 crit''' (Sniper, Gunslinger, all Pistol upgrades)
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* Sniper Rifle: '''10 crit''' (Headshot)
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* Plasma Sniper Rifle: '''20 crit''' (Headshot)
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* 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)
  
 
==Weapons Kill Table==
 
==Weapons Kill Table==
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====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)
 
 
  
 
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== Back To ==

Revision as of 16:05, 29 November 2012

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
  • Damage is rounded down.
    • For example rocket to shredded target will do 6*1.33=7.98 -> 7 damage, and Mindfray to stimmed target will do 5*0.5 = 2.5 -> 2 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 calculates 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;
}
  • Critical Damage is simply calculated by increasing the iDamage (Base Damage) roll by a factor of 1.5 before applying the bonuses/penalties from abilities/perks.
  • The range for the actual iDamage seems to be a random roll with a range of -1 to apparently the integer that precedes the Critical Damage value. Thus, Base Damage from an Assault Rifle can vary between 3 and 4 while with a Plasma Sniper Rifle it can vary between 8 and 12.


Damage Results

Weapon Base Damage Crit Damage Headshot (Base) Headshot (Crit) HEAT Ammo (Base) HEAT Ammo (Crit) Killer Instinct (Base) Killer Instinct (Crit)
Pistol 1 2 NA NA NA NA NA NA
Laser Pistol 2 3 NA NA NA NA NA NA
Plasma Pistol
Assault Rifle
3 4 NA NA NA NA NA NA
LMG
Sniper Rifle
Shotgun
4 6 6 8 8 12 6 9
Laser Rifle
Plasma Light Rifle
5 7 7 9 10 14 7 10
Heavy Laser
Laser Sniper Rifle
Laser Scatter
6 9 8 11 12 18 9 13
Plasma Rifle 7 10 9 12 14 20 10 15
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
8 12 10 14 16 24 12 18
9 13 11 15 18 26 13 19
10 15 12 17 20 30 15 22
11 16 13 18 22 32 16 24
12 18 14 20 24 36 18 27
  • The results for the other perks can be deduced from this table by calculating the corresponding additions, i.e. Gunslinger will add +2 to Pistol iDamage, Bring 'Em On will also add a variable number, while Shredder will add 33% to the end Damage value.

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)

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

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