Difference between revisions of "Damage (EU2012)"

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===Damage Results===
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===Damage Values===
{| class="wikitable" width="100%"  
+
{| class="wikitable" width="30%"  
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Headshot (Base) !! Headshot (Crit) !! HEAT Ammo (Base) !! HEAT Ammo (Crit) !! Killer Instinct (Base) !! Killer Instinct (Crit)
+
! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage  
 
|-  
 
|-  
| align="center" | '''Pistol'''<br>Pistol (III)<br>Laser Pistol || align="center" | 1 || align="center" | 2 || align="center" | NA || align="center" | NA || align="center" | NA || align="center" | NA || align="center" | NA || align="center" | NA
+
| align="center" | Pistol<br>Pistol (III)<br>''Laser Pistol'' || align="center" | 1 || align="center" | 2  
 
|-
 
|-
| align="center" | ''Pistol''<br>'''Pistol (III)<br>Laser Pistol'''<br>Laser Pistol (III)<br>Plasma Pistol<br>Assault Rifle|| align="center" | 2 || align="center" | 3 || align="center" | NA || align="center" | NA || align="center" | NA || align="center" | NA || align="center" | NA || align="center" | NA
+
| align="center" | Pistol<br>Pistol (III)<br>Assault Rifle<br>''Laser Pistol<br>Laser Pistol (III)''<br>'''Plasma Pistol'''|| align="center" | 2 || align="center" | 3  
 
|-
 
|-
| align="center" | ''Laser Pistol<br>Pistol (III)''<br>'''Laser Pistol (III)<br>Plasma Pistol<br>Assault Rifle'''<br>Plasma Pistol (III)<br>LMG<br>Sniper Rifle<br>Shotgun || align="center" | 3 || align="center" | 4 || align="center" | 5 || align="center" | 7 || align="center" | 6 || align="center" | 8 || align="center" | 4 || align="center" | 6
+
| align="center" | Pistol (III)<br>Assault Rifle<br>LMG<br>Sniper Rifle<br>Shotgun<br>''Laser Pistol<br>Laser Pistol (III)''<br>'''Plasma Pistol<br>Plasma Pistol (III)'''<br> || align="center" | 3 || align="center" | 4  
 
|-
 
|-
| align="center" | ''Laser Pistol (III)<br>Plasma Pistol<br>Assault Rifle''<br>'''Plasma Pistol (III)<br>LMG<br>Sniper Rifle<br>Shotgun'''<br>Laser Rifle<br>Plasma Light Rifle|| align="center" | 4 || align="center" | 6|| align="center" | 6 || align="center" | 8 || align="center" | 8 || align="center" | 12 || align="center" | 6 || align="center" | 9
+
| align="center" | Assault Rifle<br>LMG<br>Sniper Rifle<br>Shotgun<br>''Laser Pistol (III)<br>Laser Rifle''<br>'''Plasma Pistol<br>Plasma Pistol (III)<br>Plasma Light Rifle|| align="center" | 4 || align="center" | 6
 
|-
 
|-
| align="center" | ''Plasma Pistol (III)<br>LMG<br>Sniper Rifle<br>Shotgun''<br>'''Laser Rifle<br>Plasma Light Rifle'''<br>Heavy Laser<br>Laser Sniper Rifle<br>Laser Scatter|| align="center" | 5 || align="center" | 7 || align="center" |'' 7''<br>9 || align="center" | ''9''<br>11 || align="center" | 10 || align="center" | 14 || align="center" | 7 || align="center" | 10
+
| align="center" | LMG<br>Sniper Rifle<br>Shotgun<br>''Laser Rifle<br>Heavy Laser<br>Laser Sniper Rifle<br>Laser Scatter''<br>'''Plasma Pistol (III)<br>Plasma Light Rifle'''|| align="center" | 5 || align="center" | 7  
 
|-
 
|-
| align="center" | ''Laser Rifle<br>Plasma Light Rifle''<br>'''Heavy Laser<br>Laser Sniper Rifle<br>Laser Scatter'''<br>Plasma Rifle|| align="center" | 6 || align="center" | 9 || align="center" | 10 || align="center" | 13 || align="center" | 12 || align="center" | 18 || align="center" | 9 || align="center" | 13
+
| align="center" | ''Laser Rifle<br>Heavy Laser<br>Laser Sniper Rifle<br>Laser Scatter''<br>'''Plasma Light Rifle<br>Plasma Rifle'''|| align="center" | 6 || align="center" | 9  
 
|-
 
|-
| align="center" | ''Heavy Laser<br>Laser Sniper Rifle<br>Laser Scatter''<br>'''Plasma Rifle''' || align="center" | 7 || align="center" | 10 || align="center" | 11 || align="center" | 14 || align="center" | 14 || align="center" | 20 || align="center" | 10 || align="center" | 15
+
| align="center" | ''Heavy Laser<br>Laser Sniper Rifle<br>Laser Scatter''<br>'''Plasma Rifle''' || align="center" | 7 || align="center" | 10  
 
|-
 
|-
| align="center" | ''Plasma Rifle''<br>Heavy Plasma<br>Plasma Sniper Rifle<br>Alloy Cannon|| align="center" | 8 || align="center" | 12 || align="center" | 14 || align="center" | 18 || align="center" | 16 || align="center" | 24 || align="center" | 12 || align="center" | 18
+
| align="center" | '''Plasma Rifle<br>Heavy Plasma<br>Plasma Sniper Rifle<br>Alloy Cannon'''|| align="center" | 8 || align="center" | 12  
 
|-
 
|-
| align="center" | '''Heavy Plasma<br>Plasma Sniper Rifle<br>Alloy Cannon''' || align="center" | 9 || align="center" | 13 || align="center" | 15 || align="center" | 19 || align="center" | 18 || align="center" | 26 || align="center" | 13 || align="center" | 19
+
| align="center" | '''Heavy Plasma<br>Plasma Sniper Rifle<br>Alloy Cannon''' || align="center" | 9 || align="center" | 13  
 
|-
 
|-
| align="center" | ''Heavy Plasma<br>Plasma Sniper Rifle<br>Alloy Cannon'' || align="center" | 10 || align="center" | 15 || align="center" | 16 || align="center" | 21 || align="center" | 20 || align="center" | 30 || align="center" | 15 || align="center" | 22
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| align="center" | '''Heavy Plasma<br>Plasma Sniper Rifle<br>Alloy Cannon''' || align="center" | 10 || align="center" | 15  
 
|-
 
|-
 
|}
 
|}
  
*''Maximum'' Damage as listed during missions; '''Base''' Damage as listed on the Armory stats; Minimum Damage also listed.  
+
*Damage can vary between -1 and +1 of the value listed on the Armory. Maximum damage is listed during missions.
 
* 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.
 
* 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.
 
* Headshot adds +2/4/6 damage to Sniper Rifle shots, depending on its tech level.
 
* Headshot adds +2/4/6 damage to Sniper Rifle shots, depending on its tech level.

Revision as of 13:31, 20 December 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) +2/4/6 Damage to Sniper Rifle, depending on weapon tech value
    • 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 Values

Weapon Base Damage Crit Damage
Pistol
Pistol (III)
Laser Pistol
1 2
Pistol
Pistol (III)
Assault Rifle
Laser Pistol
Laser Pistol (III)

Plasma Pistol
2 3
Pistol (III)
Assault Rifle
LMG
Sniper Rifle
Shotgun
Laser Pistol
Laser Pistol (III)

Plasma Pistol
Plasma Pistol (III)

3 4
Assault Rifle
LMG
Sniper Rifle
Shotgun
Laser Pistol (III)
Laser Rifle

Plasma Pistol
Plasma Pistol (III)
Plasma Light Rifle
4 6
LMG
Sniper Rifle
Shotgun
Laser Rifle
Heavy Laser
Laser Sniper Rifle
Laser Scatter

Plasma Pistol (III)
Plasma Light Rifle
5 7
Laser Rifle
Heavy Laser
Laser Sniper Rifle
Laser Scatter

Plasma Light Rifle
Plasma Rifle
6 9
Heavy Laser
Laser Sniper Rifle
Laser Scatter

Plasma Rifle
7 10
Plasma Rifle
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
8 12
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
9 13
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
10 15
  • Damage can vary between -1 and +1 of the value listed on the Armory. Maximum damage is listed during missions.
  • 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.
  • Headshot adds +2/4/6 damage to Sniper Rifle shots, depending on its tech level.

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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