Difference between revisions of "Damage (EU2012)"
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** '''Gunslinger''' (Sniper) +2 Damage to pistols | ** '''Gunslinger''' (Sniper) +2 Damage to pistols | ||
** '''Shredder''' (Heavy) +33% Damage from all sources to the target | ** '''Shredder''' (Heavy) +33% Damage from all sources to the target | ||
− | ** '''HEAT Ammo''' (Heavy) +100% Damage against robotic enemies | + | ** '''HEAT Ammo''' (Heavy) +100% Damage against robotic enemies(has been lowered to 50% damage in Enemy Within) |
** '''Mayhem''' (Heavy) +1 to +3 Damage, depending on the weapon tech level | ** '''Mayhem''' (Heavy) +1 to +3 Damage, depending on the weapon tech level | ||
** '''Bring 'Em On''' +1 to +5 bonus Critical Damage, depending on the number of enemies | ** '''Bring 'Em On''' +1 to +5 bonus Critical Damage, depending on the number of enemies |
Revision as of 09:54, 21 January 2014
Damage Function
Damage is defined through the following function in XGItemCards class, XComGame.upk file:
{ kItemCard.m_iBaseDamage = kWeapon.iDamage; kItemCard.m_iBaseDamageMax = -1; kItemCard.m_iBaseCritChance = -1; kItemCard.m_iCritDamage = -1; kItemCard.m_iCritDamageMax = -1; } // End:0x471 else { minDamage = int(FMax(1.00, float(kWeapon.iDamage - 1))); maxDamage = int(FMax(1.00, float(kWeapon.iDamage + 1))); kItemCard.m_iBaseDamage = minDamage; kItemCard.m_iBaseDamageMax = maxDamage; kItemCard.m_iBaseCritChance = kWeapon.iCritical; minCrit = int(FMax(1.00, float(int(float(maxDamage) * 1.50) - 1))); maxCrit = int(FMax(1.00, float(int(float(maxDamage) * 1.50) + 1))); kItemCard.m_iCritDamage = minCrit; kItemCard.m_iCritDamageMax = maxCrit; }
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(has been lowered to 50% damage in Enemy Within)
- Mayhem (Heavy) +1 to +3 Damage, depending on the weapon tech level
- Bring 'Em On +1 to +5 bonus Critical Damage, 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.
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 | Base Damage | Crit Damage | Max Damage | Critical Chance | Tier 1 (3-7 HP) | Tier 2 (8-13 HP) | Tier 3 (14+ HP) |
---|---|---|---|---|---|---|---|
Pistol | 0-2 | 0-1 | 3 | 0 | |||
Pistol (III) Laser Pistol |
1-3 | 0-1 | 4 | 10 | CRIT | CRIT | CRIT |
Laser Pistol (III) Plasma Pistol Assault Rifle |
2-4 | 1-2 | 6 | 10 0 10 |
BASE | CRIT | CRIT |
Plasma Pistol (III) LMG Sniper Rifle Shotgun |
3-5 | 1-2 | 7 | 20 0 25 20 |
BASE | BASE | |
Laser Rifle Light Plasma Rifle |
4-6 | 2-3 | 9 | 10 | BASE | BASE | CRIT |
Heavy Laser Laser Sniper Rifle Scatter Laser |
5-7 | 2-3 | 10 | 10 30 20 |
BASE | BASE | BASE |
Plasma Rifle | 6-8 | 3-4 | 12 | 12 | BASE | BASE | BASE |
Heavy Plasma Plasma Sniper Rifle Alloy Cannon |
8-10 | 4-5 | 15 | 10 35 20 |
BASE | BASE | BASE |