Difference between revisions of "Damage (Long War)"

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(Aesthetic edits to grammar, spelling, page flow. Quotes by amineri removed; no other Long War page provides dev quotes or even sources anything. Expanded section on hit and crit chance as no other wiki page covers it. Added relevant lists.)
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{{CheckOutdated (Long War)|b15}}
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== Terms ==
  
<br /><div style="float:right">__TOC__</div><br /><br />
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Base Weapon Damage (BWD): This is each weapon damage stat configurable in DefaultGameCore.ini file. The weapon 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.
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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.
  
 
== Weapon Damage Calculation ==
 
== Weapon Damage Calculation ==
  
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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Steps for calculating damage:
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# Roll for hit chance and crit chance
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# Apply penalty to BWD due to multiplicative 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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# Damage randomization: roll for damage value in damage range (roughly +/- 25% of MWD)
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# Apply further randomization a for Explosives
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# Subtract target DR
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# Apply shredder bonus to any remaining damage past target DR
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# Add bonus damage sources
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==Hit and Crit Chance Rolls ==
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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. The breakdown can be viewed by using F1 while targeting an enemy, which displays the hit chance of a particular attack. <br>
  
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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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. <br>
  
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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===Multiplicative Hit Chance Penalties===
  
Should be much clearer when we get to examine the randomization process and some nice colored tables .. (Madlaxstreams's idea)
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Overwatch fire (not including Suppression) has multiplicative penalties applied to it after normal hit is calculated. All percentage changes stack multiplicatively with each other.
  
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* Base Reaction Fire penalty: x0.7 (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
  
Big steps for calculating damage inflicted by weapon fire
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===Additive Sources of Aim===
  
a. Roll for hit. Roll for crit. <br> 
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Permanent Sources: <br>
b. Multiplicative skills cut the MWD (flush, perhaps Disabling shot ) <br> 
 
c. Weapon_Modified_Damage (MWD) is computed (sum of WBD and all the +X to weapon damage from equipped items and relevant perks)  <br>
 
d. Randomisation Process. Roll for damage value in damage range (+- 25 %) (same process for crit and-not crit shots) ..  <br>
 
e. Run target DR gauntlet (multiple steps)  <br>
 
f. Explosive damage extra RNG layer<br>
 
g. Apply shredder bonus to any remaining damage past target DR  <br>
 
h. Add HeatAmmo bonus damage to robots  <br>
 
i. Add FlakAmmo bonus damage to fliers  <br>
 
  
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* Aim of Shooter: ~65 (for average rookies)
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* All [[Weapons (Long War)#Laser|Laser]]-tech Weapons: +6
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* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +6
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* [[Primary_Weapons_(Long_War)#SHIV_weapons|Superheavy Plasma]] [SHIV Weapon]: +8
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* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4
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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)#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)
  
Details
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Conditional Sources: <br>
  
==b. Not sure about this (no source) %perk modifier ==
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* Height Advantage: +20
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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)#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 after taking damage
  
This is probably where %penalty for some skills is applied (flush / disabling shot) <br>
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Temporary Sources: <br>
  
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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* [[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 suppressor takes damage
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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 3 turns
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* [[Abilities_List_(Long_War)#Mindfray|Mindfray]] [Psionic Skill]: -25 for 3 turns
  
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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===Additive Sources of Defense===
  
Disabling shot works the same ..<br>
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Permanent Sources:
  
Shredder rocket seems to work similar to flush .. BWD *0.6 rounded down and then +X added ..<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)#Espirit de Corps|Espirit de Corps]] [Officer Perk]: +5
  
==c.  Modified_Weapon_Damage (MWD) is computed ==
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Conditional Sources:
(sum of BWD and all the +X to weapon damage from equipped items and relevant perks)
 
  
Ex:<br>
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* Half Cover: +30 (+60 hunkered)
- ranger adds +1 to primary weapons, rocket launchers, MEC secondary weapons and sidearms <br>
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* Full Cover: +45 (+90 hunkered)
- VPT adds +2 to primary weapon and +1 to secondary vs relevant targets <br>
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* [[Abilities_List_(Long_War)#Tactical_Sense|Tactical Sense]] [Perk]: +5 per enemy in view, up to +20
- sapper +1 to HE and AP grenades; +2 to alien grenades <br>
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* [[Abilities_List_(Long_War)#Automated_Threat_Assessment|Automated Threat Assessment]] [Perk]: +15 while on overwatch
- foundry project +1 damage for sidearms (Reflex Pistols ) <br>
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* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation
- foundry project +2 damage for AP grenades (Alien Grenades) <br>
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* [[Abilities_List_(Long_War)#Semper_Vigilans|Semper Vigilans]] [Officer Perk]: +5 while in cover
- foundry project- plasma research gives +1 to all plasma weapons <br>
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* [[Abilities_List_(Long_War)#Distortion_Field|Distortion Field]] [Psionic Ability]: +10 to nearby allies in cover
- 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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Temporary Sources:
  
==d. The randomization roll .==
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* [[Abilities_List_(Long_War)#Smoke_Grenade|Smoke Grenade]]: +20 (smoke lasts for 2 turns)
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* [[Abilities_List_(Long_War)#Dense_Smoke|Dense Smoke]]: +40, instead of +20 (smoke lasts for 2 turns)
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* [[Abilities_List_(Long_War)#Telekinetic_Field|Telekinetic Field]] [Psionic Ability]: +40 for 1 turn
  
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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===Sources of Critical Chance===
  
Amineri <br>
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Permanent:
" 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>
 
Examples: <br>
 
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>
 
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>
 
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>
 
Results : 25% chance of 2 or 4 damage, 50% chance of 3 damage <br>
 
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>
 
Results : 16.7% chance of 6 or 10, and 22.2% chance of 7, 8, or 9 damage." <br>
 
  
Images below should make this much clearer <br>
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* All [[Weapons (Long War)#Pulse|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]]: +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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* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10
  
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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Conditional Sources:
  
==LR MWD randomization for non-crits==
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* Flanked or Exposed Target: +50
[[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]]
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* Hardened [Perk] Target: -30 to -60
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* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Skill]: +30 for the Precision Shot attack
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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 after taking damage
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* [[Abilities_List_(Long_War)#Aggression|Aggression]] [Perk]: +10 per enemy in sight, up to +30%
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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]] [Perk]: +10 before taking any costly (blue) actions
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* [[Abilities_List_(Long_War)#Squadsight|Squadsight]] [Perk]: -20 to targets past visual range
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* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation
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Temporary Sources:
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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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== Multiplicative Damage Penalties ==
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Multiplicative penalties to BWD from special skills are applied here, including Flush, Shredder, and Disabling Shot.  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 bonus damage are not reduced by special skills.
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===Sources of Multiplicative Penalties===
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* [[Abilities_List_(Long_War)#Flush|Flush]]: Reduces BWD to 50%.
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* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Rockets]]: Reduces BWD to 60%.
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* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]]: Reduces BWD to ~20%.
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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 flat critical hit damage are added as well, and the average damage is increased by ~50% in the randomization step. <br>
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Note that Mayhem Suppression always has an MWD of exactly 2 and no randomization.
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===Sources of MWD===
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* [[[[Abilities_List_(Long_War)#Ranger|Ranger]] [Perk]: +1 to primary weapons, sidearms, rocket launchers, and MEC secondary weapons
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* [[Abilities_List_(Long_War)#Vital-Point Targeting|Vital-Point Targeting]] [Perk]: +2 to primary weapons and +1 to sidearms vs. humans and autopsied aliens
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* [[Abilities_List_(Long_War)#Mayhem|Mayhem]] [Perk]: +4 for Sniper Rifles and Marksman Rifles, +2 for explosive weaponry, +2 for SAWs and LMGs, +1 for Flush attacks.
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* [[Abilities_List_(Long_War)#Sapper|Sapper]] [Perk]: +1 to HE and AP grenades, +2 to alien grenades
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* [[Equipment (Long_War)#Special ammunition|Alloy-Jacketed Rounds]] [Small Item]: +1 to ballistic and gauss-tech weapons
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* [[Equipment (Long_War)#Special ammunition|Enhanced Beam Optics]] [Small item]: +1 to laser and pulse-tech weapons
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* [[Equipment (Long_War)#Special ammunition|Plasma Stellerator]] [Small Item]: +1 to plasma-tech weapons
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* Reflex Pistols [Foundry Project]: +1 for all sidearms
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* Enhanced Plasma [Foundry Project]: +1 for all plasma-tech weapons
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* Alien Grenades [Foundry Project]: +2 for AP grenades
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* [[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_Weapons|Particle Canon]] [MEC Weapon]: +1 to robotic targets
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===MWD Critical Hit Bonuses ===
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Note: the game adds all sources of critical damage before the ~50% 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. <br>
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 +
* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small Item]: +1
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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
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* [[Primary_Weapons_(Long_War)#Assault_Rifles|Plasma Rifle]] [Weappn]: +1 to Biological targets
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* [[Primary_Weapons_(Long_War)#Shotguns|Reflex Canon]] [Weapon]: +1 at point-blank (one tile) range
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* [[Primary_Weapons_(Long_War)#Marksman_Rifles|Reflex Rifle]] [Weapon]: +1 to flanked or exposed targets
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* [[Primary_Weapons_(Long_War)#Sniper_Rifles|Plasma Sniper Rifle]] [Weapon]: +1 to targets beyond 35 range (~23 tiles)
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 +
== Damage Randomization==
  
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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The purpose of the randomisation is to pick a integer value between roughly MWD*0.75 and MWD*1.25 with an average of MWD*1.0. For critical hits, the same length interval is used, except shifted to an average of MWD*1.5. Damage Roulette change the range: 0.5*MWD to 1.5*MWD, with the average damage of critical hits increased to MWD*2.0. <br>
Table goes up to MWD 31 (not sure if that it can be currently reached even during endgame) ...
 
  
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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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 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.
  
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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=== MWD Randomization Table: Regular Hit ===
  
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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[[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]]
  
-going up a MWD level doesn't always guarantee increase of minimum possible damage. <br>  
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Y axis has MWD values. Row values are possible randomisation results for that particular MWD based on the 2*MWD+2 systemThe 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).
-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>
 
  
Ballistic shotgun and LMG BWD 6 have 1/14 chances to do only 4 damage on a non crit..<br>
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=== MWD Randomization Table: Critical Hit ===
Ballistic Shiv autocannon BWD 7 has 2/16 chance to do only 5 damage on non-crit<br>
 
  
==LR WMD randomisation for crits==
 
 
[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]]
 
[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]]
  
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.
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Note that the average damage is shifted approximately 50% higher in most cases.
 +
 
 +
Y axis has MWD values. Row values are possible randomisation 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).
  
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>   
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== Extra Explosive RNG ==
  
-going up a MWD always increases minimum critical damage possible (sometimes even by 2) <br>
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Each unit has the damage reduced based on distance from the center. Damage falls as the square of the radius, down to zero at the edge. <br>
-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>
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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.
Ballistic sniper/marksman rifle: BWD 5 have 2/12 to score only 6 damage on crit <br>
 
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. ==
+
== Damage Reduction ==
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.
+
Long War adds a new mechanic called Damage Reduction. 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 is gained in various ways:
 
Damage reduction is gained in various ways:
Line 130: Line 228:
  
 
===In Detail===
 
===In Detail===
The steps in AbsorbDamage are:
+
The steps in the AbsorbDamage are:
 
# Non-cover, flat DR is applied:
 
# Non-cover, flat DR is applied:
 
## General damage reduction stat (including MEC suits, armors, small items, and Iron Skin).
 
## General damage reduction stat (including MEC suits, armors, small items, and Iron Skin).
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# Percentage DR is applied (multiplicatively):
 
# Percentage DR is applied (multiplicatively):
 
## Combat Stims active multiplies damage by 0.6 if soldier is in cover and not flanked.
 
## 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.
+
## Chitin Plating and Chryssalids multiply melee and Kinetic Strike damage by 0.6.
## Mechtoid with psi shield multiplies damage by 0.5
+
## Mechtoids with Psi Shield active multiplies damage by 0.5
 
## Shock-Absorbent Armor multiplies damage by 0.667 if source is within 4 tiles.
 
## 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).
 
## Absorption Fields multiplies any damage beyond 2 points by 0.6 (ex: 12 damage -> 2 + 0.6 * 10 = 8 damage).
# Flat DR from cover is applied if unit is not flanked, and weapon is not an AP Grenade:
+
# Flat DR from cover is applied if unit is not flanked, and weapon is not an AP Grenade or Shredder Rocket:
 
## Low Cover reduces damage by 0.667, Full Cover reduces damage by 1.0.
 
## Low Cover reduces damage by 0.667, Full Cover reduces damage by 1.0.
 
## Hunkering down reduces damage by a further 0.667 or 1.0.
 
## Hunkering down reduces damage by a further 0.667 or 1.0.
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# 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.
 
# 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.
+
== Bonus Damage ==
'''
 
<br>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==
 
 
 
Each unit has the damage reduced based on distance from the center. Damage falls off as the square of the radius. <br>
 
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> 
 
 
 
".. explosive-specific damage effects happen before shredding is applied.." Amineri .
 
  
==g. Add shredding bonus damage . ==
+
Some sources of bonus damage are applied after all other steps, including MWD, randomization, and DR.
  
What's left after DR (if any) *1.4 if target is shredded ..  
+
* Shredder Ammo: If the target is shredded, the remaining damage after DR (if any) is multiplied by 1.4.  Shredding can be completely negated by DR, but if the resulting damage is non-zero Shredding will always add at least 1 extra point of damage.
 +
* HEAT Ammo: 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.
 +
* Flak Ammo: If the target is flying, Flak Ammo adds a bonus of 0.2*BWD rounded down. This is functionally similar to HEAT ammo.
  
if(iDamage > 0)
+
Heat Ammo damage, by weapon: <br>
{
 
    iDamage += Max((iDamage * 4) / 10, 1);
 
 
 
 
 
 
'''Shredding debuff can be completely negated by high DR.'''
 
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 ..
 
 
 
==h. Add HeatAmmo bonus damage to robots ==
 
 
 
" iDamage += Max(1, (XGWeapon(kItem).GetDamageStat()) / 2);"
 
 
 
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
 
 
 
Heat Ammo Bonus Damage added by weapon<br>
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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|}
 
|}
  
Heat Warheads bonus damage vs robots
+
Heat Warheads damage, by weapon:
  
{| class="wikitable2"
+
{| class="wikitable"
  
 
|-
 
|-
|
 
 
| HE 2
 
| HE 2
 +
| Rocket Launcher 3
 +
|-
 
| AP 2
 
| AP 2
 +
| Recoiless Rifle 4
 +
|-
 
| Alien Grenade 2
 
| Alien Grenade 2
| Rocket Launcher 3
 
| Recoiless Rifle 4
 
 
| Blaster Launcher 6
 
| Blaster Launcher 6
 
|-
 
|-
 
|}
 
|}
 
 
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]]
 

Revision as of 01:34, 3 November 2015

Terms

Base Weapon Damage (BWD): This is each weapon damage stat configurable in DefaultGameCore.ini file. The weapon 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 multiplicative skills
  3. Compute Modified Weapon Damage (MWD) by adding all bonus damage from equipped items and relevant perks
  4. Damage randomization: roll for damage value in damage range (roughly +/- 25% of MWD)
  5. Apply further randomization a for Explosives
  6. Subtract target DR
  7. Apply shredder bonus to any remaining damage past target DR
  8. Add bonus damage sources

Hit and Crit Chance Rolls

All sources of defense on the target are subtracted from all sources of aim on the shooter to produce a percentage hit chance. 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.

Multiplicative Hit Chance Penalties

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

Additive Sources of Aim

Permanent Sources:

Conditional Sources:

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 suppressor takes damage
  • Disoriented (as from e.g. Flashbang) [Effect] : -50 for 2 turns
  • Acid-covered (as from e.g. Chem Grenade) [Effect]: -20 for 3 turns
  • Mindfray [Psionic Skill]: -25 for 3 turns

Additive Sources of Defense

Permanent Sources:

Conditional Sources:

Temporary Sources:

Sources of Critical Chance

Permanent:

Conditional Sources:

Temporary Sources:

  • Combat Drugs: +20 (smoke lasts for 2 turns)
  • In The Zone [Perk]: -10 for each successive In The Zone kill during your turn

Multiplicative Damage Penalties

Multiplicative penalties to BWD from special skills are applied here, including Flush, Shredder, and Disabling Shot. 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 bonus damage are not reduced by special skills.

Sources of Multiplicative Penalties

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 flat 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 and no randomization.

Sources of MWD

  • [[Ranger [Perk]: +1 to primary weapons, sidearms, rocket launchers, and MEC secondary weapons
  • Vital-Point Targeting [Perk]: +2 to primary weapons and +1 to sidearms vs. humans and autopsied aliens
  • Mayhem [Perk]: +4 for Sniper Rifles and Marksman Rifles, +2 for explosive weaponry, +2 for SAWs and LMGs, +1 for Flush attacks.
  • Sapper [Perk]: +1 to HE and AP grenades, +2 to alien grenades
  • Alloy-Jacketed Rounds [Small Item]: +1 to ballistic and gauss-tech weapons
  • Enhanced Beam Optics [Small item]: +1 to laser and pulse-tech weapons
  • Plasma Stellerator [Small Item]: +1 to plasma-tech weapons
  • Reflex Pistols [Foundry Project]: +1 for all sidearms
  • Enhanced Plasma [Foundry Project]: +1 for all plasma-tech weapons
  • Alien Grenades [Foundry Project]: +2 for AP grenades
  • Heavy Plasma Rifle [Weapon]: +1 when steadied
  • Plasma Dragon [Weapon]: +1 to flying targets
  • Particle Canon [MEC Weapon]: +1 to robotic targets

MWD Critical Hit Bonuses

Note: the game adds all sources of critical damage before the ~50% 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
  • Plasma Rifle [Weappn]: +1 to Biological targets
  • Reflex Canon [Weapon]: +1 at point-blank (one tile) range
  • 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 randomisation is to pick a integer value between roughly MWD*0.75 and MWD*1.25 with an average of MWD*1.0. For critical hits, the same length interval is used, except shifted to an average of MWD*1.5. Damage Roulette change the range: 0.5*MWD to 1.5*MWD, with the average damage of critical hits increased to MWD*2.0.

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 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 randomisation 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

Note that the average damage is shifted approximately 50% higher in most cases.

Y axis has MWD values. Row values are possible randomisation 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).

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 zero 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. 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 is gained in various ways:

  • Low cover gives 0.66 damage reduction.
  • 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.

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 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.

In Detail

The steps in the AbsorbDamage are:

  1. Non-cover, flat DR is applied:
    1. General damage reduction stat (including MEC suits, armors, small items, and Iron Skin).
    2. Damage Control reduces damage by 1.5.
    3. Mind Merge on an XCOM soldier reduces damage by Will/50.
    4. One for All active reduces damage to MEC by 1.
    5. Each Ethereal still alive in the final Temple Ship room reduces damage to Uber Ethereal by 15.
  2. Acid negates the higher of 50% or 3 points of the above DR.
  3. Percentage DR is applied (multiplicatively):
    1. Combat Stims active multiplies damage by 0.6 if soldier is in cover and not flanked.
    2. Chitin Plating and Chryssalids multiply melee and Kinetic Strike damage by 0.6.
    3. Mechtoids with Psi Shield active multiplies damage by 0.5
    4. Shock-Absorbent Armor multiplies damage by 0.667 if source is within 4 tiles.
    5. Absorption Fields multiplies any damage beyond 2 points by 0.6 (ex: 12 damage -> 2 + 0.6 * 10 = 8 damage).
  4. Flat DR from cover is applied if unit is not flanked, and weapon is not an AP Grenade or Shredder Rocket:
    1. Low Cover reduces damage by 0.667, Full Cover reduces damage by 1.0.
    2. Hunkering down reduces damage by a further 0.667 or 1.0.
    3. Will to Survive reduces damage by 1.5.
    4. Fortiores Una reduces damage by a further 0.667 or 1.0.
  5. Effects that negate DR (except acid) are applied:
    1. Combined Arms increases damage by 1.0.
    2. Armor-piercing ammo increases damage by 2.0.
    3. Gauss weapons increase damage by 0.33, or 0.667 with Quenchguns researched.
    4. Final damage is capped at pre-DR damage.
  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.

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. Shredding can be completely negated by DR, but if the resulting damage is non-zero Shredding will always add at least 1 extra point of damage.
  • HEAT Ammo: 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.
  • Flak Ammo: If the target is flying, Flak Ammo adds a bonus of 0.2*BWD rounded down. This is functionally similar to HEAT ammo.

Heat Ammo damage, by weapon:

SAW 2 LMG 3 Autocannon 3 Minigun 3 -
Autolaser 3 Gatling Laser 3 SuperHeavy Laser 4 Laser Lance 4 -
Gauss Autorifle 3 Gauss Machine Gun 4 Sentry Gun 4 Railgun 4 Gauss Long Rifle 3
Pulse Autoblaster 4 Gatling Pulser 4 Super Pulser 5 Pulse Lance 5 -
Plasma Novagun 4 Plasma Dragon 5 SuperHeavy Plasma 5 Particle cannon 5 -

Heat Warheads damage, by weapon:

HE 2 Rocket Launcher 3
AP 2 Recoiless Rifle 4
Alien Grenade 2 Blaster Launcher 6