Difference between revisions of "Damage (Long War)"

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{{CheckOutdated (Long War)|b15}}
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{{Toc (Long War)|80}}
  
<br /><div style="float:right">__TOC__</div><br /><br />
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==Terms==
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'''Base Weapon Damage''' (BWD): This is each weapon damage stat configurable in DefaultGameCore.ini file. The weapon damage ranges shown in game in Barracks are computed from this stat based on the randomization process, with an algorithm designed by Amineri for Long War.
  
== Weapon Damage Calculation ==
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'''Modified Weapon Damage''' (MWD): This is the median damage after most modifiers, on which the randomization process (+/- 25%) is applied.  Increases to MWD, such as ''Ranger'' and ''Vital Point Targeting'', increase the overall damage range.
  
Disclaimer: information bellow is compiled from various dev posts, dev PMs, etc (therefore very likely NOT 100% accurate - we'll hopefully add the missing bits // correct mistakes in the future  ) .. It does not paint the complete picture, but it is the best we've got ..   
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==Weapon Damage Calculation==
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Steps for calculating damage:
  
Terms: base_weapon_damage (BWD) - this is each weapon damage stat configurable in DGG.ini . The weapon ranges shown in game in barracks are computed (randomization process) based on this 1 stat with an algorithm designed by Amineri for long war.
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# Roll for hit chance and crit chance
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# Apply penalty to BWD due to skills
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# Compute Modified Weapon Damage (MWD) by adding all bonus damage from equipped items and relevant perks
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#* Add bonus critical damage if a critical hit is rolled
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# Damage randomization: roll for damage value between roughly 75% to 125% of MWD
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#* Roll between roughly 125% to 175% of MWD if a critical hit
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# Apply further randomization and range fall off for Explosives
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# Subtract target DR
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# Add any extra bonus damage from certain perks
  
Stated design goal (Amineri) " ..Damage variance in general is approximately uniform, but scales linearly with the base damage... WHY I went through the trouble to scale the damage randomization with base damage ? ..ultimately, the motivator for reworking damage variance was part of the effort to change the difficulty curve to make early game easier and late game harder.
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==Accuracy and Critical Chance==
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All sources of defense on the target are subtracted from all sources of aim on the shooter to produce a percentage hit chance equal to the net result out of 100. The breakdown can be viewed by using F1 while targeting an enemy, which displays the hit chance of a particular attack.
  
Should be much clearer when we get to examine the randomization process and some nice colored tables .. (Madlaxstreams's idea)
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Critical chance is likewise computed by adding up all sources of critical chance and subtracting any critical chance penalties. The [[Abilities_List_(Long_War)#Resilience|Resilience]] perk reduces critical chance to zero. Reaction fire can't critically hit without the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk or if the target is wearing the [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]].
  
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Overwatch fire receives unique multiplicative penalties. These are applied after normal hit chance is calculated.
  
Big steps for calculating damage inflicted by weapon fire
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===Additive Sources of Aim===
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Persistent Sources:
  
a. Roll for hit. Roll for crit. <br> 
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* Aim of Shooter: ~65 (for average rookies)
b. Multiplicative skills cut the MWD (flush, perhaps Disabling shot ) <br> 
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* All [[Weapons (Long War)#Beam Lasers|beam laser-tech]] Weapons: +6
c. Weapon_Modified_Damage (MWD) is computed (sum of WBD and all the +X to weapon damage from equipped items and relevant perks)   <br>
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* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +6
d. Randomisation Process. Roll for damage value in damage range (+- 25 %) (same process for crit and-not crit shots) ..  <br>
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* [[Primary_Weapons_(Long_War)#SHIV_weapons|Superheavy Plasma]] [SHIV Weapon]: +8
e. Run target DR gauntlet (multiple steps) <br>
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* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4
f. Explosive damage extra RNG layer<br>
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* [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8
g. Apply shredder bonus to any remaining damage past target DR  <br>
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* [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12
h. Add HeatAmmo bonus damage to robots  <br>
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* [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12
i. Add FlakAmmo bonus damage to fliers  <br>
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* [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6
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* [[Equipment_(Long_War)#SHIV_modules|Smart-shell Pod]] [SHIV Equipment]: +4
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* [[Equipment_(Long_War)#MEC_equipment|Holo-targeter]] [MEC Equipment]: +4
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* [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8
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* [[Equipment (Long_War)#Special ammunition|Drum Mags]] [Small Item]: -4
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* [[Foundry_(Long_War)#Pistol_Upgrades|Rail Pistols]] [Foundry project]: +8 for sidearms only
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* [[Abilities_List_(Long_War)#Band Of Warriors|Band of Warriors]] [Officer Perk]: +2 per continent bonus XCOM has earned
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* [[Abilities_List_(Long_War)#So Others May Live|So Others May Live]] [Officer Perk]: +1 per mission survived with zero casualties (up to +8)
  
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Conditional Sources:
  
Details
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* Height Advantage (for being at a higher elevation than the target): +20
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* Close Range Advantage (for being close to the target): +0 to 30 (doubled for Shotguns)
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* Close Range Penalty (for being too close with a long-range weapon): -0 to 30
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* Long Range Penalty (for being too far with a close-range weapon): -0 to 30
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* [[Abilities_List_(Long_War)#Flush|Flush]] [Weapon Skill]: +30 for the ''Flush'' shot
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* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]] [Weapon Skill]: -10 for the ''Disabling Shot''
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* [[Abilities_List_(Long_War)#Rapid_Fire|Rapid Fire]] [Weapon Skill]: -15 for both attacks
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* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation
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* [[Abilities_List_(Long_War)#Deadeye|Deadeye]] [Perk]: +15 against flying enemies
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* [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health
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* [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit
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* [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]]: +10 before taking any costly (blue) actions
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* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10 against targets in full cover
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* [[Abilities_List_(Long_War)#Snapshot|Snapshot]] [Perk]: -10 after taking a costly action
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* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation
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* [[Abilities_List_(Long_War)#Hyper-Reactive Pupils|Hyper-Reactive Pupils]] [Gene Mod]: +10 on any shot after a miss
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* [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 until the end of the mission after taking damage
  
==b. Not sure about this (no source) %perk modifier ==
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Temporary Sources:
  
This is probably where %penalty for some skills is applied (flush / disabling shot) <br>
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* [[Abilities_List_(Long_War)#Holo-Targeting|Holo-Targeting]] [Perk]: +10 against target until start of next turn
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* Suppressed (as from [[Abilities_List_(Long_War)#Suppression|Suppression]] [Effect]: -30 for one turn or until the suppression ends
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* Disoriented (as from e.g. [[Equipment (Long_War)#Support grenades|Flashbang]]) [Effect] : -50 for 2 turns
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* Acid-covered (as from e.g. [[Equipment (Long_War)#Support grenades|Chem Grenade]]) [Effect]: -20 for 2-4 turns
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* [[Abilities_List_(Long_War)#Mindfray|Mindfray]] [Psionic Skill]: -25 for 3 turns
  
test info seems to indicate BWD*=0.5 for Flush.. (rounded down) Which means flush damage range increases by going up to even BWD number for the weapon..Upping weapon tech to odd BWD will not increase flush damage (due to rounding down).. <br>
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===Additive Sources of Defense===
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Persistent Sources:
  
Flush damage table range (will include one later).. Keep in mind +X damage perks do add after flush - this would be just the flush damage without the +X damage perks ..  <br>
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* Defense of Target: ~0 (for average rookies)
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* [[Primary Weapons (Long War)#Carbines|Plasma Carbine]] (Weapon): +6
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* [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]] [Small Item]: +4
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* [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: -6
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* [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8
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* [[Abilities_List_(Long_War)#Esprit De Corps|Esprit de Corps]] [Officer Perk]: +5
  
Disabling shot works the same ..<br>
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Conditional Sources:
  
Shredder rocket seems to work similar to flush .. BWD *0.6 rounded down and then +X added ..<br>
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* Half Cover: +30 (+60 hunkered)
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* Full Cover: +45 (+90 hunkered)
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* Flight Mode [Granted by [[Armor_(Long_War)#Soldier_armor|Antigrav]] armors]: +30
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* [[Abilities_List_(Long_War)#Tactical_Sense|Tactical Sense]] [Perk]: +5 per enemy in view, up to +20
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* [[Abilities_List_(Long_War)#Automated_Threat_Assessment|Automated Threat Assessment]] [Perk]: +15 while on overwatch, before the first overwatch shot
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* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation
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* [[Abilities_List_(Long_War)#Semper_Vigilans|Semper Vigilans]] [Officer Perk]: +5 while in cover
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* [[Abilities_List_(Long_War)#Distortion_Field|Distortion Field]] [Psionic Ability]: +10 to allies in cover within 4 tiles
  
==c.  Modified_Weapon_Damage (MWD) is computed ==
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Temporary Sources:
(sum of BWD and all the +X to weapon damage from equipped items and relevant perks)
 
  
Ex:<br>
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* [[Abilities_List_(Long_War)#Smoke_Grenade|Smoke Grenade]]: +20 (smoke lasts for 2 full turns)
- ranger adds +1 to primary weapons, rocket launchers, MEC secondary weapons and sidearms <br>
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* [[Abilities_List_(Long_War)#Dense_Smoke|Dense Smoke]]: +40, instead of +20 (smoke lasts for 2 full turns)
- VPT adds +2 to primary weapon and +1 to secondary vs relevant targets <br>
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* [[Abilities_List_(Long_War)#Telekinetic_Field|Telekinetic Field]] [Psionic Ability]: +40 for 1 full turn
- sapper +1 to HE and AP grenades; +2 to alien grenades <br>
 
- foundry project +1 damage for sidearms (Reflex Pistols ) <br>
 
- foundry project +2 damage for AP grenades (Alien Grenades) <br>
 
- foundry project- plasma research gives +1 to all plasma weapons <br>
 
- One of the various damage-increasing plasma weapon tech specials +1 <br>
 
- damage items (Alloy-Jacketed Rounds , Enhanced Beam Optics , Plasma Stellerator) add +1 to relevant weapons (INCLUDING SIDEARMS) <br>
 
- Mayhem adds +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman's, strike and reflex rifles. <br>
 
- Precision shot adds  (based on weapon tech) for crits  (+2 for ballistic, laser and gauss SR ; +3 for pulse ; +4 for plasma) <br>
 
- Bring'em On on adds  1-2 enemies => +1 damage    3-4 enemies => +2 damage 5-6 enemies => +3 damage 7 or more enemies => +4 damage  (side arms too)<br>
 
- Killer instinct adds extra BWD * 0.334 (rounded up) in case of crit (because 1.334 * 1.5 = 2.001). KI description is only true (+50% damage) if there are no other bonuses in play .. Typically in actual play the bonus provided by KI is lower than +50% .. Skill description should probably state +33.4% of BWD rounded up but since they don't ever show BWD in game .. check bellow for possible values <br>
 
2 (Assault Rifle, Laser Rifle, Battle Rifle);3 (shotgun, heavy laser rifle, scatter laser, gauss rifle, heavy gauss rifle, alloy cannon, pulse rifle , heavy pulse rifle, plasma rifle); 4 (scatter blaster , heavy plasma rifle , reflex cannon) . Works with side arms too but since side arms have lower BWD - gain will be less ..
 
  
- ..
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===Sources of Critical Chance===
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Persistent Sources:
  
==d. The randomization roll .==
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* All [[Weapons (Long War)#Pulse Lasers|Pulse-tech]]: +8
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* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +4
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* All [[Primary Weapons (Long War)#Assault_Rifles|Assault Rifles]]: +8
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* All [[Primary Weapons (Long War)#Battle_Rifles|Battle Rifles]]: +8
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* All [[Primary Weapons (Long War)#Shotguns|Shotguns]]: +16
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* All [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]]: +12
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* All [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]]: +20
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* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4
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* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small item]: +8
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* [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8
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* [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12
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* [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12
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* [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6
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* [[Equipment (Long_War)#Special ammunition|Reaper Pack]]: +16 for [[Weapons (Long War)#Beam Lasers|Beam]]/[[Weapons (Long War)#Pulse Lasers|Pulse]] weapons
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* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10
  
The purpose of the randomisation is to pick a integer value in roughly [MWD*0.75, MWD*1.25] interval (centered on/average value is MWD ) for non-crits and same length interval approximately shifted + 0.5 * MWD for critical hits (thus centered on MWD*1.5)
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Conditional Sources:
  
Amineri <br>
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* Flanked or Exposed Target: +50
" The way it's computed is that a die of size 2 x damage (WMD) + 2 is rolled. Each integer point of final damage gets 4 possible results. <br>
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* [[Abilities_List_(Long_War)#Hardened|Hardened]] [Perk] Target: -60 (-30 when shot by the [[Primary Weapons (Long War)#Sniper_Rifles|Gauss Long Rifle]])
Examples: <br>
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* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Skill]: +30 for the Precision Shot attack
1) 5 base damage -- a 12 sided die is rolled, with 4 chances each for 4, 5, or 6 damage on a non-critical hit. A critical hit is centered at 7.5 damage, so 4 results each map to 7 and 8, and 2 results each map to 6 and 9. <br>
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* [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 while wounded
Results : 33.3% chance of 4, 5 or 6 damage on non-crit, and 16.7% chance of 6 or 9 and 33.3% chance of 7 or 8 damage on a crit. <br>
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* [[Abilities_List_(Long_War)#Aggression|Aggression]] [Perk]: +10 per enemy in sight, up to +30%
2) 3 base damage - an 8 sided die is rolled. 4 results map to 3 damage, and 2 results each map to 2 and 4 damage. <br>
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* [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health
Results : 25% chance of 2 or 4 damage, 50% chance of 3 damage <br>
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* [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit
3) 8 base damage - an 18 sided die is rolled. 4 results each map to 7, 8 and 9, and 3 results each map to 6 and 10.<br>
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* [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]] [Perk]: +10 before taking any costly (blue) actions
Results : 16.7% chance of 6 or 10, and 22.2% chance of 7, 8, or 9 damage." <br>
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* [[Abilities_List_(Long_War)#Squadsight|Squadsight]] [Perk]: -20 to targets past visual range (negated if using Precision Shot)
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* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation
  
Images below should make this much clearer <br>
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Temporary Sources:
  
Damage Roulette SW option: Regular hits range from MWD*0.5 to MWD*1.5, and crits range from MWD*1.5 to MWD*2.5. Note that critical hits then average at MWD*2 instead of MWD*1.5.
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* [[Abilities_List_(Long_War)#Combat_Drugs|Combat Drugs]]: +20 (smoke lasts for 2 turns)
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* [[Abilities_List_(Long_War)#In_the_Zone|In the Zone]] [Perk]: -10 for each successive ''In the Zone'' kill during your turn
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* [[Abilities_List_(Long_War)#Mind Merge|Mind Merge]] [Psi Ability]: +25% to target
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* [[Abilities_List_(Long_War)#Adrenal Neurosympathy|Adrenal Neurosympathy]] [Gene Mod]: +5% to all allies within LoS when the Gene Modded soldier gets a kill.
  
==LR MWD randomization for non-crits==
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===Overwatch Penalties===
[[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]]
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Overwatch fire (not including Suppression) has multiplicative penalties applied to it after normal hit is calculated. All penalties stack multiplicatively with each other.
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* Base Reaction Fire penalty: x0.7, or x0.5 if the target is dashing (removed if the shooter has the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk)
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* [[Abilities_List_(Long_War)#Lightning_Reflexes|Lightning Reflexes]]: x0.1 for the first shot, and x0.3 for each subsequent shot.
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* [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]]: x0.5
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==Damage Penalties==
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Penalties to base damage from special skills are applied here. Because the damage is rounded down to the nearest integer, increasing weapon tech levels to an odd BWD will not increase the damage of special skills. Note that sources of extra damage are not reduced by these special skills, as they apply only to base damage.
  
Y axis has MWD values. Numbers on a Rows are possible Randomisation results for that particular MWD .. The average value of the interval is always the MWD..(red columns in the middle ). Rightmost column has weapon's damage range (min,max) for MWD.
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* [[Abilities_List_(Long_War)#Flush|Flush]]: Damage is reduced to 50% of BWD.
Table goes up to MWD 31 (not sure if that it can be currently reached even during endgame) ...
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* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Rockets]]: Damage is reduced to 60% of BWD.
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* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]]: Damage is set to 1.
  
Calculating the probability for a particular value to come up is easy: sum(nr of times value appears on row) / sum(nr total values on row)   
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==Computing Modified Weapon Damage (MWD)==
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MWD is the sum of BWD and all the flat bonuses to weapon damage from equipped items and relevant perks. If a critical hit was previously rolled, all sources of critical hit damage are added as well, and the average damage is increased by ~50% in the randomization step.
  
So for MWD 10 scoring 7 or 13 damage has 1/22 probability while scoring a 8,9,10 or 11 have 4/22 probability .. <br><br>
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Note that Mayhem Suppression always has an MWD of exactly 2 regardless of other additive modifiers, and no randomization is applied to it.
  
For each MWD level probabilities for each possible values are not the same (sometimes edge values (maximum deviation from average) can have lower probabilities) . (I'm NOT talking chance of combined events (or) - I'm talking chance for each event separately ) <br><br>
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===Sources of MWD===
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* [[Abilities_List_(Long_War)#Ranger|Ranger]] [Perk]: +1 to all [[Primary Weapons (Long War)|Primary Weapons]] and [[Secondary_Weapons_(Long_War)|Secondary Weapons]]
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* [[Abilities_List_(Long_War)#Vital Point Targeting|Vital-Point Targeting]] [Perk]: +2 to [[Primary Weapons (Long War)|Primary Weapons]] & the [[Secondary_Weapons_(Long_War)#MEC_secondary_weapons|Kinetic Strike Module]], and +1 to [[Secondary_Weapons_(Long_War)#Soldier_sidearms|Sidearms]], vs. EXALT, Zombies, Outsiders and autopsied aliens
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* [[Abilities_List_(Long_War)#Mayhem|Mayhem]] [Perk]: +4 for [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]] and [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]] (Does not apply to Disabling Shot), +2 for all Explosives, +2 for [[Primary Weapons (Long War)#SAWs|SAWs]] and [[Primary Weapons (Long War)#LMGs|LMGs]], +1 for [[Abilities_List_(Long_War)#Flush|Flush]] attacks.
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* [[Abilities_List_(Long_War)#In_The_Zone|In the Zone]] [Perk]: -1 for each successive In The Zone kill during your turn
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* [[Abilities_List_(Long_War)#Sapper|Sapper]] [Perk]: +1 for HE & AP, and +2 for Alien [[Equipment (Long_War)#Explosives|Grenades]]
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* [[Equipment (Long_War)#Special ammunition|Alloy-Jacketed Rounds]] [Small Item]: +1 to [[Weapons (Long War)#Conventional/Ballistic|Ballistic]] and [[Weapons (Long War)#Gauss|Gauss]] weapons
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* [[Equipment (Long_War)#Special ammunition|Enhanced Beam Optics]] [Small item]: +1 to [[Weapons (Long War)#Beam Lasers|Laser]] and [[Weapons (Long War)#Pulse Lasers|Pulse]] weapons
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* [[Equipment (Long_War)#Special ammunition|Plasma Stellerator]] [Small Item]: +1 to [[Weapons (Long War)#Plasma|Plasma]] weapons
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* [[Foundry_(Long_War)#Pistol_Upgrades|Reflex Pistols]] [Foundry Project]: +1 for all [[Secondary_Weapons_(Long_War)#Soldier_sidearms|Sidearms]]
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* [[Foundry_(Long_War)#General_Weapon_Upgrades|Enhanced Plasma]] [Foundry Project]: +1 for all [[Weapons (Long War)#Plasma|Plasma]] weapons
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* [[Foundry_(Long_War)#General_Weapon_Upgrades|Alien Grenades]] [Foundry Project]: +2 for [[Equipment (Long_War)#Explosives|AP Grenades]]
 +
* [[Primary_Weapons_(Long_War)#Battle_Rifles|Heavy Plasma Rifle]] [Weapon]: +1 when steadied
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* [[Primary_Weapons_(Long_War)#LMGs|Plasma Dragon]] [Weapon]: +1 to flying targets
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* [[Primary_Weapons_(Long_War)#MEC_primary_weapons|Particle Cannon]] [MEC Weapon]: +1 to robotic targets
  
-going up a MWD level doesn't always guarantee increase of minimum possible damage. <br> 
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===MWD Critical Hit Bonuses===
-pumping MWD increases weapon's average damage linearly but also its variance (less dependable) ..Could overkill in a turn and do significantly less damage the next turn .. <br><br>
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Note: the game adds all sources of critical damage before the ~50% critical hit bonus in the randomization step, but all in-game descriptions of bonus critical damage include the ~50% bonus, so in-game descriptions will be ~50% higher than mentioned here, but the net effect is the same in most cases.
  
Ballistic shotgun and LMG BWD 6 have 1/14 chances to do only 4 damage on a non crit..<br>
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* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small Item]: +1
Ballistic Shiv autocannon BWD 7 has 2/16 chance to do only 5 damage on non-crit<br>
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* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Skill]: +2 for Ballistic, Laser, and Gauss; +3 for Pulse; +4 for Plasma (for [[Primary_Weapons_(Long_War)#Sniper_Rifles|Sniper Rifles]] only)
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* [[Abilities_List_(Long_War)#Bring_Em_On|Bring Em On]] [Perk]: +1 damage for 1-2 visible enemies; +2 damage for 3-4 visible enemies; +3 damage for 5-6 visible enemies; +4 damage for 7 or more visible enemies
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* [[Abilities_List_(Long_War)#Killer_Instinct|Killer Instinct]] [Perk]: +33.4% of BWD, rounded up; ranges from +2 to +4 depending on weapon and tech level, see the [[Damage_(Long_War)#Killer_Instinct|chart]], below
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* [[Primary_Weapons_(Long_War)#Assault_Rifles|Plasma Rifle]] [Weappn]: +1 to Biological targets
 +
* [[Primary_Weapons_(Long_War)#Shotguns|Reflex Cannon]] [Weapon]: +1 on targets within 4 tiles
 +
* [[Primary_Weapons_(Long_War)#Marksman_Rifles|Reflex Rifle]] [Weapon]: +1 to flanked or exposed targets
 +
* [[Primary_Weapons_(Long_War)#Sniper_Rifles|Plasma Sniper Rifle]] [Weapon]: +1 to targets beyond 35 range (~23 tiles)
  
==LR WMD randomisation for crits==
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==Damage Randomization==
[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]]
+
The purpose of the randomization is to pick a integer value between roughly MWD*0.75 and MWD*1.25 with an average of MWD. For critical hits, the same length interval is used, except shifted to an average of ~MWD*1.5, though critical hits will cause always at least as much damage as the highest possible roll for a regular hit, and this requirement sometimes increases the average above 1.5*MWD. Damage Roulette changes the range from 0.5*MWD to 1.5*MWD, with the average damage of critical hits increased to 2*MWD; again, with the same damage range.
  
Y axis has MWD values. Numbers on a Rows are possible Randomisation results for that particular MWD .. The average value of the interval is the MWD * 1.5 where possible (even MWD) ... For odd MWD values [MWD *1.5] and [MWD* 1.5 +1] (integer part) are used  ... Rightmost column has weapon's critical damage range (min,max) for MWD.
+
The randomization works in integer values only. A die of size 2*MWD+2 is rolled, where each integer point of final damage is assigned up to four possible results on that die (except for the highest and lowest values, which may be assigned less). The weighted average of all possible results equals MWD. For a better understanding, reference the charts below.
  
Calculating the probability for a particular value to come up is easy: sum(nr of times value appears on row) / sum(nr total values on row) <br><br>   
+
===MWD Randomization Table: Regular Hit===
 +
[[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]]
  
-going up a MWD always increases minimum critical damage possible (sometimes even by 2) <br>
+
Y axis has MWD values. Row values are possible randomization results for that particular MWD based on the 2*MWD+2 system. The rightmost column has weapon's damage range (min,max) for that MWD. The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row).
-as game progresses and alien MWD goes up it gets very difficult to protect your soldiers from 1 hit kills <br><br>
 
  
Ballistic pistol: BWD 2 has 1/6 chances to do 4 on a crit and 5/6 to do 3 <br>
+
===MWD Randomization Table: Critical Hit===
Ballistic sniper/marksman rifle: BWD 5 have 2/12 to score only 6 damage on crit <br>
+
[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]]
Gunslinger Laser Pistol: MWD (3+1) has 5-7 crit damage range <br>
 
Battle Rifle with Ranger MWD (5+1) has 8-11 crit range  (1 shot most early game sectoids/thinmen or exalts) <br>
 
Heavy Laser Rifle with Ranger and Enhanced Beam Optics: MWD (6+1+1) has 10-14 crit range <br>
 
Heavy Pulse Rifle with Ranger and Enhanced Beam Optics and VPT: MWD (8+1+1+2) has 15-21 crit range <br>
 
  
==e. Subtract damage lost to target DR. ==
+
Y axis has MWD values. Row values are possible randomization results for that particular MWD based on the 2*MWD+2 system. The rightmost column has weapon's damage range (min,max) for that MWD. The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row). Note that the average damage is shifted approximately 50% (or more) higher, and the lowest damage roll is always equal to or higher than the largest damage roll in the corresponding row of the regular hit table.
Long War adds a new mechanic called Damage Reduction. When a unit takes damage, it is reduced by the damage reduction value. It can be seen in game as a blue shield indication next to the normal red damage indication.
 
  
Damage reduction is gained in various ways:
+
==Extra Explosive RNG==
* Low cover gives 0.66 damage reduction.
+
Each unit has the damage reduced based on distance from the center. Damage falls as the square of the radius, down to 25% at the edge.
* High cover gives 1.0 damage reduction.
 
* Several perks grant damage reduction.
 
* Mechanized units commonly have built in damage reduction of varying amounts.
 
  
Hunker Down doubles the damage reduction effect of cover, as well as the normal effect of doubling the defense it gives.
+
Explosives also have extra RNG associated with them. Each target hit is equally likely to randomly roll +1, 0, or -1 to damage, reflecting a higher damage range than regular weapons.
  
If the damage reduction a unit has is not a whole number, the damage is reduced by one of the two nearest whole numbers, with probability based on the fraction. For example, a unit with 1.66 damage reduction has a 66% chance of the damage being reduced by 2 and a 34% chance of the damage being reduced by 1.
+
==Damage Reduction==
 +
Long War adds a new mechanic called Damage Reduction (DR). When a unit takes damage, the amount is reduced by the Damage Reduction value. The amount blocked by Damage Reduction can be seen in game as a blue shield icon below the normal red damage indication text after a shot.
  
Damage reduction can have several interesting effects on game play. One is that a shot against a unit may do 0 damage if the damage inflicted is reduced to 0, which can be a nasty surprise if trying to finish off a 1 HP enemy with a pistol. Once you come up against more advanced units, particularly mechanized ones, you may find yourself completely unable to damage them with lighter weapons such as carbines.
+
If the Damage Reduction a unit has is not a whole number, the damage is reduced by one of the two nearest whole numbers, with probability based on the fraction. For example, a unit with 1.66 Damage Reduction has a 66% chance of the damage being reduced by 2 and a 34% chance of the damage being reduced by 1.
  
===In Detail===
+
The steps to calculating DR are as follows:
The steps in AbsorbDamage are:
+
# Flat Inherent DR is applied
# Non-cover, flat DR is applied:
 
## General damage reduction stat (including MEC suits, armors, small items, and Iron Skin).
 
## Damage Control reduces damage by 1.5.
 
## Mind Merge on an XCOM soldier reduces damage by Will/50.
 
## One for All active reduces damage to MEC by 1.
 
## Each Ethereal still alive in the final Temple Ship room reduces damage to Uber Ethereal by 15.
 
# All percentage DR is applied (multiplicatively):
 
## Combat Stims active multiplies damage by 0.6 if soldier is in cover and not flanked.
 
## Impact Vest and chryssalids multiply melee and Kinetic Strike damage by 0.6.
 
## Mechtoid with psi shield multiplies damage by 0.5
 
## Shock-Absorbent Armor multiplies damage by 0.667 if source is within 4 tiles.
 
## Absorption Fields multiplies any damage beyond 2 points by 0.6 (ex: 12 damage -> 2 + 0.6 * 10 = 8 damage).
 
 
# Acid negates the higher of 50% or 3 points of the above DR.
 
# Acid negates the higher of 50% or 3 points of the above DR.
# Flat DR from cover is applied if unit is not flanked, and weapon is not an AP Grenade:
+
# Percentage DR is applied (multiplicatively) to the remaining damage
## Low Cover reduces damage by 0.667, Full Cover reduces damage by 1.0.
+
# Flat Cover DR is applied, if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket
## Hunkering down reduces damage by a further 0.667 or 1.0.
+
# Other effects that negate DR (except acid) are applied
## Will to Survive reduces damage by 1.5.
+
# If there is any net DR from the above steps, it is multiplied by 1.5 if damage source is a shotgun without breaching ammo
## Fortiores Una reduces damage by a further 0.667 or 1.0.
 
# Effects that negate DR (except acid) are applied:
 
## Combined Arms increases damage by 1.0.
 
## Armor-piercing ammo increases damage by 2.0.
 
## Gauss weapons increase damage by 0.33, or 0.667 with Quenchguns researched.
 
## Final damage is capped at pre-DR damage.
 
# If there is any net DR from the above steps, it is multiplied by 1.5 if damage source is a shotgun without breaching ammo.
 
  
'''CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.
+
===Sources of DR===
'''
+
'''Flat Inherent DR'''
Another Amineri quote "Both the officer Combined Arms DR Reducing effect, the AP Ammo effect, and the Gauss Weapons' effect are all applied before the reduced damage is clamped to zero.
 
That means that the temporary damage that is being affect can dip below zero. For example 2 (base damage) - 5 (target DR) + 2 (AP Ammo) = -1 => clamped to 0."
 
  
==f. Explosive extra RNG layer==
+
From Armor:
  
Each unit has the damage reduced based on distance from the center. Damage falls off as the square of the radius. <br>
+
* Alien Inherent DR: ranges from 0.0 to 9.0 depending on alien type and research level.
For each target hit by explosive blast roll for -1,0,1 to damage (that's why explosive damage ranges are wider than gun damage ranges they get -1 to min and +1 to max) <br> 
+
* [[Armor_(Long_War)#Soldier_armor|Titan Armor]]: 0.5
 +
* [[Armor_(Long_War)#Soldier_armor|Archangel Armor]]: 0.3
 +
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-1 Paladin]]: 1.0
 +
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-2 Defender]]: 1.5
 +
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-3 Valiant]]: 1.0
 +
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-4 Dauntless]]: 2.0
 +
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-5 Devastator]]: 2.5
 +
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-6 Vanguard]]: 1.0
 +
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-7 Vindicator]]: 1.5
 +
* [[Armor_(Long_War)#SHIV_units|SHIV]]: 1.5
 +
* [[Armor_(Long_War)#SHIV_units|Alloy SHIV]]: 2.5
 +
* [[Armor_(Long_War)#SHIV_units|Hover SHIV]]: 2.0
  
".. explosive-specific damage effects happen before shredding is applied.." Amineri .
+
Other Sources:
  
==g. Add shredding bonus damage . ==
+
* [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: +1.0
 +
* [[Equipment_(Long_War)#Protective_gear|Psi Screen]] [Small Item]: +1.0
 +
* [[Abilities_List_(Long_War)#Iron_Skin|Iron Skin]] [Gene Mod]: +1.0
 +
* [[Abilities_List_(Long_War)#Damage_Control|Damage Control]] [Perk]: +1.5 for 2 turns after taking damage
 +
* [[Abilities_List_(Long_War)#Mind_Merge|Mind Merge]] [Psionic Ability]: +(<Will of caster> / 50)
 +
* [[Abilities_List_(Long_War)#One_for_All|One for All]] [MEC Ability]: +1.0
  
What's left after DR (if any) *1.4 if target is shredded ..  
+
Note: each Ethereal still alive in the final Temple Ship room adds 15 bonus DR to the Uber Ethereal.
  
if(iDamage > 0)
+
'''Percentage DR'''
{
 
    iDamage += Max((iDamage * 4) / 10, 1);
 
 
  
 +
Damage in excess of inherent DR has the following stacking multipliers applied to it. For instance, a Mechtoid with Psi Shield and Shock-Absorbent Armor who is attacked from close range reduces the resulting damage to 0.5*0.667 = 0.3335 of it's normal value, so a shot that rolled 21 damage deals 21*0.3335 = 7 damage, with 14 blocked by DR.
  
'''Shredding debuff can be completely negated by high DR.'''
+
* [[Abilities_List_(Long_War)#Psi_Shield|Psi Shield]] ([[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]] ability): x0.5
But if any sliver of damage makes it past DR, shredding will always add at least 1 extra damage point.. Sapping target DR (removing cover, breaching ammo, acid debuff) can help mitigate to an extent the negative effect high DR can have on shredding effect ..
+
* [[Equipment_(Long_War)#Utility_devices|Combat Stims]]: x0.6 if user is in cover and not flanked
 +
* [[Equipment_(Long_War)#Protective_gear|Chitin Plating]]/[[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalids]]: x0.6 versus melee damage
 +
* [[Abilities_List_(Long_War)#Shock_Absorbent_Armor|Shock-Absorbent Armor]]: x0.667 if source is within 4 tiles
 +
* [[Abilities_List_(Long_War)#Absorption_Fields|Absorption Fields]]: x0.6 to any of the damage beyond 2 points (e.g. 12 → 2 + 10*0.6 = 8)
  
==h. Add HeatAmmo bonus damage to robots ==
+
'''Flat Cover DR'''
  
" iDamage += Max(1, (XGWeapon(kItem).GetDamageStat()) / 2);"
+
Applies only if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket.
  
BWD * 1/2 truncated down .. Constant value - no RNG involved .. Bypasses all DR mechanics (guard your mechs & SHIV) and does NOT benefit from debuffs (acid/shred) or crit roll
+
* [[Cover_(Long_War)|Low Cover]]: +0.667
 +
* [[Cover_(Long_War)|Full Cover]]: +1.0
 +
* Hunker Down: a further +0.667 or +1.0 depending on cover
 +
* [[Abilities_List_(Long_War)#Fortiores_Una|Fortiores Una]]: a further +0.667 or +1.0 depending on cover
 +
* [[Abilities_List_(Long_War)#Will_to_Survive|Will to Survive]]: 1.5
  
Heat Ammo Bonus Damage added by weapon<br>
+
'''Flat DR Reduction'''
  
{| class="wikitable"
+
DR reduction cannot exceed the targets DR; that is, any DR reduction beyond that amount is ignored. Note that acid is in it's own separate category; reference the steps to calculating DR above.
  
|-
+
* [[Abilities_List_(Long_War)#Combined_Arms|Combined Arms]] [Perk]: -1.0
| SAW 2
+
* [[Equipment_(Long_War)#Special_ammunition|Armor-Piercing Ammo]] [Small Item]: -2.0
| LMG 3
+
* [[Weapons_(Long_War)#Gauss|Gauss]] Weapons: -0.34
| Autocannon 3
+
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Quenchguns]] [Foundry Project]: -0.67, instead of -0.34 for normal [[Weapons_(Long_War)#Gauss|Gauss]] weapons
| Minigun 3
+
 
 +
==Bonus Damage==
 +
Some sources of bonus damage are applied after all other steps, including MWD, randomization, and DR.
 +
 
 +
* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Ammo]]: If the target is shredded, the remaining damage after DR (if any) is multiplied by 1.4 rounded down, with a minimum increase of 1. Shredding can be completely negated by DR, but if the resulting damage after DR is non-zero, Shredding will always add at least 1 extra point of damage. The Shredder bonus does not apply to any extra damage from the other bonus sources in this list.
 +
* [[Abilities_List_(Long_War)#HEAT_Ammo|HEAT Ammo]] & [[Abilities_List_(Long_War)#HEAT_Warheads|HEAT Warheads]]: If the target is robotic, HEAT adds a bonus of 0.5*BWD rounded down. Note that it adds Base Weapon Damage. Even if the attack was reduced to zero damage through DR, HEAT will still inflict it's full damage. Reference the charts below for a detailed breakdown on the bonus damage for each weapon type.
 +
* [[Equipment_(Long_War)#Special_ammunition|Flak Ammo]]: If the target is flying, Flak Ammo adds a bonus of 0.2*BWD rounded up, or 2, whichever is higher. This is functionally similar to HEAT ammo. Most weapons gain a bonus of 2 from Flak Ammo; weapons with base damage of between 11 and 15 gain 3.
 +
 
 +
==Multiplicative Damage Perk Charts==
 +
===HEAT Ammo===
 +
{| class="wikitable" style="width: 50%;"
 +
|+ style="text-align: left;" | HEAT Ammo bonus damage, by weapon:
 +
|-
 +
! scope="col" |
 +
! scope="col" style="width: 15%;"| SAW
 +
! scope="col" style="width: 15%;"| LMG
 +
! scope="col" style="width: 15%;"| SHIV Weapon
 +
! scope="col" style="width: 15%;"| MEC Weapon
 +
! scope="col" style="width: 15%;"| Sniper Rifle
 +
|- style="text-align: center;"
 +
! scope="row" | Ballistic
 +
| +2
 +
| +3
 +
| +3
 +
| +3
 
| -
 
| -
|-
+
|- style="text-align: center;"
| Autolaser 3
+
! scope="row" | Laser
| Gatling Laser 3
+
| +3
| SuperHeavy Laser 4
+
| +3
| Laser Lance 4
+
| +4
 +
| +4
 
| -
 
| -
|-
+
|- style="text-align: center;"
| Gauss Autorifle 3
+
! scope="row" | Gauss
| Gauss Machine Gun 4
+
| +3
| Sentry Gun 4
+
| +4
| Railgun 4
+
| +4
| Gauss Long Rifle 3
+
| +4
|-
+
| +3
| Pulse Autoblaster 4
+
|- style="text-align: center;"
| Gatling Pulser 4
+
! scope="row" | Pulse
| Super Pulser 5
+
| +4
| Pulse Lance 5
+
| +4
 +
| +5
 +
| +5
 
| -
 
| -
|-
+
|- style="text-align: center;"
| Plasma Novagun 4
+
! scope="row" | Plasma
| Plasma Dragon 5
+
| +4
| SuperHeavy Plasma 5
+
| +5
| Particle cannon 5
+
| +5
 +
| +5
 
| -
 
| -
|-
 
 
|}
 
|}
  
Heat Warheads bonus damage vs robots
+
===Heat Warheads===
 +
HEAT Warheads bonus damage for grenades:
 +
*HE Grenade: +2
 +
*AP Grenade: +2
 +
*Alien Grenade: +2
  
{| class="wikitable2"
+
HEAT Warheads bonus damage for rockets:
 +
*Rocket Launcher: +3
 +
*Recoilless Rifle: +4
 +
*Blaster Launcher: +6
  
 +
===Killer Instinct===
 +
{| class="wikitable" style="width: 50%;"
 +
|+ style="text-align: left;" | Bonus added to MWD on critical hits, per weapon:
 
|-
 
|-
|  
+
!
| HE 2
+
! scope="col" style="width: 15%;" | Carbines
| AP 2
+
! scope="col" style="width: 15%;" | Assault Rifles
| Alien Grenade 2
+
! scope="col" style="width: 15%;" | Battle Rifles
| Rocket Launcher 3
+
! scope="col" style="width: 15%;" | SMGs
| Recoiless Rifle 4
+
! scope="col" style="width: 15%;" | Shotguns
| Blaster Launcher 6
+
! scope="col" style="width: 15%;" | Pistols
|-
+
! scope="col" style="width: 15%;" | Machine Pistols
 +
|- style="text-align: center;"
 +
! scope="row" | Ballistic
 +
| +2
 +
| +2
 +
| +2
 +
| +2
 +
| +3
 +
| +1
 +
| +2
 +
|- style="text-align: center;"
 +
! scope="row" | Laser
 +
| +2
 +
| +2
 +
| +3
 +
| +2
 +
| +3
 +
| +2
 +
| +2
 +
|- style="text-align: center;"
 +
! scope="row" | Gauss
 +
| +2
 +
| +3
 +
| +3
 +
| +2
 +
| +3
 +
| -
 +
| +2
 +
|- style="text-align: center;"
 +
! scope="row" | Pulse
 +
| +3
 +
| +3
 +
| +3
 +
| +3
 +
| +4
 +
| -
 +
| +3
 +
|- style="text-align: center;"
 +
! scope="row" | Plasma
 +
| +3
 +
| +3
 +
| +4
 +
| +3
 +
| +4
 +
| +2
 +
| +3
 
|}
 
|}
  
 +
Note that critical hits are scaled up by ~50% in the damage randomization step, so all values here will be increased by 50% for the purposes of their effect on final damage.
  
Strategic advice:
 
Since it ignores so many of the regular weapon damage process - sometimes it makes sense to apply the bonus heat ammo damage using abilities that are easy to hit with but don't do otherwise do much damage ... Flush, Suppression/Mayhem and Collateral Damage all make great methods of delivery ..
 
 
==i. Add FlakAmmo bonus damage to targets in flight ==
 
Speculating (did not test) but from the description is appears to behave mechanically like heat ammo does vs robots (+ 0.2*BWD rounded down). I wonder how it works/stacks with heat ammo vs robot fliers.
 
 
== Kinetic strike is considered a primary weapon ==
 
Heat ammo, Ranger and Vital point targeting are applied to kinetic strike.
 
 
[[Category: Long War]]
 
[[Category: Long War]]

Latest revision as of 17:38, 6 November 2021

Terms

Base Weapon Damage (BWD): This is each weapon damage stat configurable in DefaultGameCore.ini file. The weapon damage ranges shown in game in Barracks are computed from this stat based on the randomization process, with an algorithm designed by Amineri for Long War.

Modified Weapon Damage (MWD): This is the median damage after most modifiers, on which the randomization process (+/- 25%) is applied. Increases to MWD, such as Ranger and Vital Point Targeting, increase the overall damage range.

Weapon Damage Calculation

Steps for calculating damage:

  1. Roll for hit chance and crit chance
  2. Apply penalty to BWD due to skills
  3. Compute Modified Weapon Damage (MWD) by adding all bonus damage from equipped items and relevant perks
    • Add bonus critical damage if a critical hit is rolled
  4. Damage randomization: roll for damage value between roughly 75% to 125% of MWD
    • Roll between roughly 125% to 175% of MWD if a critical hit
  5. Apply further randomization and range fall off for Explosives
  6. Subtract target DR
  7. Add any extra bonus damage from certain perks

Accuracy and Critical Chance

All sources of defense on the target are subtracted from all sources of aim on the shooter to produce a percentage hit chance equal to the net result out of 100. The breakdown can be viewed by using F1 while targeting an enemy, which displays the hit chance of a particular attack.

Critical chance is likewise computed by adding up all sources of critical chance and subtracting any critical chance penalties. The Resilience perk reduces critical chance to zero. Reaction fire can't critically hit without the Opportunist perk or if the target is wearing the Chameleon Suit.

Overwatch fire receives unique multiplicative penalties. These are applied after normal hit chance is calculated.

Additive Sources of Aim

Persistent Sources:

Conditional Sources:

  • Height Advantage (for being at a higher elevation than the target): +20
  • Close Range Advantage (for being close to the target): +0 to 30 (doubled for Shotguns)
  • Close Range Penalty (for being too close with a long-range weapon): -0 to 30
  • Long Range Penalty (for being too far with a close-range weapon): -0 to 30
  • Flush [Weapon Skill]: +30 for the Flush shot
  • Disabling Shot [Weapon Skill]: -10 for the Disabling Shot
  • Rapid Fire [Weapon Skill]: -15 for both attacks
  • Damn Good Ground [Perk]: +10 against enemies in lower elevation
  • Deadeye [Perk]: +15 against flying enemies
  • Executioner [Perk]: +10 against targets at 50% or less health
  • Lone Wolf [Perk]: +10 when not within 7 tiles of a friendly unit
  • Platform Stability: +10 before taking any costly (blue) actions
  • Sharpshooter [Perk]: +10 against targets in full cover
  • Snapshot [Perk]: -10 after taking a costly action
  • Depth Perception [Gene Mod]: +5 against enemies in lower elevation
  • Hyper-Reactive Pupils [Gene Mod]: +10 on any shot after a miss
  • Adrenaline Surge (as from e.g. Combat Stims) [Perk]: +10 until the end of the mission after taking damage

Temporary Sources:

  • Holo-Targeting [Perk]: +10 against target until start of next turn
  • Suppressed (as from Suppression [Effect]: -30 for one turn or until the suppression ends
  • Disoriented (as from e.g. Flashbang) [Effect] : -50 for 2 turns
  • Acid-covered (as from e.g. Chem Grenade) [Effect]: -20 for 2-4 turns
  • Mindfray [Psionic Skill]: -25 for 3 turns

Additive Sources of Defense

Persistent Sources:

Conditional Sources:

Temporary Sources:

Sources of Critical Chance

Persistent Sources:

Conditional Sources:

Temporary Sources:

Overwatch Penalties

Overwatch fire (not including Suppression) has multiplicative penalties applied to it after normal hit is calculated. All penalties stack multiplicatively with each other.

  • Base Reaction Fire penalty: x0.7, or x0.5 if the target is dashing (removed if the shooter has the Opportunist perk)
  • Lightning Reflexes: x0.1 for the first shot, and x0.3 for each subsequent shot.
  • Chameleon Suit: x0.5

Damage Penalties

Penalties to base damage from special skills are applied here. Because the damage is rounded down to the nearest integer, increasing weapon tech levels to an odd BWD will not increase the damage of special skills. Note that sources of extra damage are not reduced by these special skills, as they apply only to base damage.

Computing Modified Weapon Damage (MWD)

MWD is the sum of BWD and all the flat bonuses to weapon damage from equipped items and relevant perks. If a critical hit was previously rolled, all sources of critical hit damage are added as well, and the average damage is increased by ~50% in the randomization step.

Note that Mayhem Suppression always has an MWD of exactly 2 regardless of other additive modifiers, and no randomization is applied to it.

Sources of MWD

MWD Critical Hit Bonuses

Note: the game adds all sources of critical damage before the ~50% critical hit bonus in the randomization step, but all in-game descriptions of bonus critical damage include the ~50% bonus, so in-game descriptions will be ~50% higher than mentioned here, but the net effect is the same in most cases.

  • Targeting Module [Small Item]: +1
  • Precision Shot [Skill]: +2 for Ballistic, Laser, and Gauss; +3 for Pulse; +4 for Plasma (for Sniper Rifles only)
  • Bring Em On [Perk]: +1 damage for 1-2 visible enemies; +2 damage for 3-4 visible enemies; +3 damage for 5-6 visible enemies; +4 damage for 7 or more visible enemies
  • Killer Instinct [Perk]: +33.4% of BWD, rounded up; ranges from +2 to +4 depending on weapon and tech level, see the chart, below
  • Plasma Rifle [Weappn]: +1 to Biological targets
  • Reflex Cannon [Weapon]: +1 on targets within 4 tiles
  • Reflex Rifle [Weapon]: +1 to flanked or exposed targets
  • Plasma Sniper Rifle [Weapon]: +1 to targets beyond 35 range (~23 tiles)

Damage Randomization

The purpose of the randomization is to pick a integer value between roughly MWD*0.75 and MWD*1.25 with an average of MWD. For critical hits, the same length interval is used, except shifted to an average of ~MWD*1.5, though critical hits will cause always at least as much damage as the highest possible roll for a regular hit, and this requirement sometimes increases the average above 1.5*MWD. Damage Roulette changes the range from 0.5*MWD to 1.5*MWD, with the average damage of critical hits increased to 2*MWD; again, with the same damage range.

The randomization works in integer values only. A die of size 2*MWD+2 is rolled, where each integer point of final damage is assigned up to four possible results on that die (except for the highest and lowest values, which may be assigned less). The weighted average of all possible results equals MWD. For a better understanding, reference the charts below.

MWD Randomization Table: Regular Hit

LR MWD randomisation noncrit.jpg

Y axis has MWD values. Row values are possible randomization results for that particular MWD based on the 2*MWD+2 system. The rightmost column has weapon's damage range (min,max) for that MWD. The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row).

MWD Randomization Table: Critical Hit

LR MWD randomisation crits.jpg

Y axis has MWD values. Row values are possible randomization results for that particular MWD based on the 2*MWD+2 system. The rightmost column has weapon's damage range (min,max) for that MWD. The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row). Note that the average damage is shifted approximately 50% (or more) higher, and the lowest damage roll is always equal to or higher than the largest damage roll in the corresponding row of the regular hit table.

Extra Explosive RNG

Each unit has the damage reduced based on distance from the center. Damage falls as the square of the radius, down to 25% at the edge.

Explosives also have extra RNG associated with them. Each target hit is equally likely to randomly roll +1, 0, or -1 to damage, reflecting a higher damage range than regular weapons.

Damage Reduction

Long War adds a new mechanic called Damage Reduction (DR). When a unit takes damage, the amount is reduced by the Damage Reduction value. The amount blocked by Damage Reduction can be seen in game as a blue shield icon below the normal red damage indication text after a shot.

If the Damage Reduction a unit has is not a whole number, the damage is reduced by one of the two nearest whole numbers, with probability based on the fraction. For example, a unit with 1.66 Damage Reduction has a 66% chance of the damage being reduced by 2 and a 34% chance of the damage being reduced by 1.

The steps to calculating DR are as follows:

  1. Flat Inherent DR is applied
  2. Acid negates the higher of 50% or 3 points of the above DR.
  3. Percentage DR is applied (multiplicatively) to the remaining damage
  4. Flat Cover DR is applied, if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket
  5. Other effects that negate DR (except acid) are applied
  6. If there is any net DR from the above steps, it is multiplied by 1.5 if damage source is a shotgun without breaching ammo

Sources of DR

Flat Inherent DR

From Armor:

Other Sources:

Note: each Ethereal still alive in the final Temple Ship room adds 15 bonus DR to the Uber Ethereal.

Percentage DR

Damage in excess of inherent DR has the following stacking multipliers applied to it. For instance, a Mechtoid with Psi Shield and Shock-Absorbent Armor who is attacked from close range reduces the resulting damage to 0.5*0.667 = 0.3335 of it's normal value, so a shot that rolled 21 damage deals 21*0.3335 = 7 damage, with 14 blocked by DR.

Flat Cover DR

Applies only if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket.

Flat DR Reduction

DR reduction cannot exceed the targets DR; that is, any DR reduction beyond that amount is ignored. Note that acid is in it's own separate category; reference the steps to calculating DR above.

Bonus Damage

Some sources of bonus damage are applied after all other steps, including MWD, randomization, and DR.

  • Shredder Ammo: If the target is shredded, the remaining damage after DR (if any) is multiplied by 1.4 rounded down, with a minimum increase of 1. Shredding can be completely negated by DR, but if the resulting damage after DR is non-zero, Shredding will always add at least 1 extra point of damage. The Shredder bonus does not apply to any extra damage from the other bonus sources in this list.
  • HEAT Ammo & HEAT Warheads: If the target is robotic, HEAT adds a bonus of 0.5*BWD rounded down. Note that it adds Base Weapon Damage. Even if the attack was reduced to zero damage through DR, HEAT will still inflict it's full damage. Reference the charts below for a detailed breakdown on the bonus damage for each weapon type.
  • Flak Ammo: If the target is flying, Flak Ammo adds a bonus of 0.2*BWD rounded up, or 2, whichever is higher. This is functionally similar to HEAT ammo. Most weapons gain a bonus of 2 from Flak Ammo; weapons with base damage of between 11 and 15 gain 3.

Multiplicative Damage Perk Charts

HEAT Ammo

HEAT Ammo bonus damage, by weapon:
SAW LMG SHIV Weapon MEC Weapon Sniper Rifle
Ballistic +2 +3 +3 +3 -
Laser +3 +3 +4 +4 -
Gauss +3 +4 +4 +4 +3
Pulse +4 +4 +5 +5 -
Plasma +4 +5 +5 +5 -

Heat Warheads

HEAT Warheads bonus damage for grenades:

  • HE Grenade: +2
  • AP Grenade: +2
  • Alien Grenade: +2

HEAT Warheads bonus damage for rockets:

  • Rocket Launcher: +3
  • Recoilless Rifle: +4
  • Blaster Launcher: +6

Killer Instinct

Bonus added to MWD on critical hits, per weapon:
Carbines Assault Rifles Battle Rifles SMGs Shotguns Pistols Machine Pistols
Ballistic +2 +2 +2 +2 +3 +1 +2
Laser +2 +2 +3 +2 +3 +2 +2
Gauss +2 +3 +3 +2 +3 - +2
Pulse +3 +3 +3 +3 +4 - +3
Plasma +3 +3 +4 +3 +4 +2 +3

Note that critical hits are scaled up by ~50% in the damage randomization step, so all values here will be increased by 50% for the purposes of their effect on final damage.