Damage (EU2012)

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Revision as of 00:14, 2 December 2012 by Hobbes (talk | contribs) (→‎Damage Results: more edits, more questions)
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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
  • 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
Pistol (III)
Laser Pistol
1 2 NA NA NA NA NA NA
Pistol
Pistol (III)
Laser Pistol

Laser Pistol (III)
Plasma Pistol
Assault Rifle
2 3 NA NA NA NA NA NA
Laser Pistol
Pistol (III)

Laser Pistol (III)
Plasma Pistol
Assault Rifle

Plasma Pistol (III)
LMG
Sniper Rifle
Shotgun
3 4 5 7 6 8 4 6
Laser Pistol (III)
Plasma Pistol
Assault Rifle

Plasma Pistol (III)
LMG
Sniper Rifle
Shotgun

Laser Rifle
Plasma Light Rifle
4 6 6 8 8 12 6 9
Plasma Pistol (III)
LMG
Sniper Rifle
Shotgun

Laser Rifle
Plasma Light Rifle

Heavy Laser
Laser Sniper Rifle
Laser Scatter
5 7 7 9 10 14 7 10
Laser Rifle
Plasma Light Rifle

Heavy Laser
Laser Sniper Rifle
Laser Scatter

Plasma Rifle
6 9 8 11 12 18 9 13
Heavy Laser
Laser Sniper Rifle
Laser Scatter

Plasma Rifle
7 10 9 12 14 20 10 15
Plasma Rifle
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
8 12 10 14 16 24 12 18
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
9 13 11 15 18 26 13 19
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
10 15 12 17 20 30 15 22
(Sniper Rifles?) 11 16 13 18 NA NA NA NA
(Sniper Rifles?) 12 18 14 20 NA NA NA NA
  • Maximum Damage as listed during missions; Base Damage as listed on the Armory stats; Minimum Damage also listed.
  • 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 damage to Sniper Rifle shots, but from actual game results seems that with critical hits the value may be added twice, +2 to the base damage and then +2 to to the critical damage value, for a total of +4.

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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