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) +2/4/6 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 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 | 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 |