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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− | + | == 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 == | == Weapon Damage Calculation == | ||
− | + | Steps for calculating damage: | |
+ | |||
+ | # Roll for hit chance and crit chance | ||
+ | # Apply penalty to BWD due to multiplicative skills | ||
+ | # Compute Modified Weapon Damage (MWD) by adding all bonus damage from equipped items and relevant perks | ||
+ | # Damage randomization: roll for damage value in damage range (roughly +/- 25% of MWD) | ||
+ | # Apply further randomization a for Explosives | ||
+ | # Subtract target DR | ||
+ | # Apply shredder bonus to any remaining damage past target DR | ||
+ | # 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. <br> | ||
− | + | 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> | |
− | + | ===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. | |
+ | * Base Reaction Fire penalty: x0.7 (removed if the shooter has the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk). | ||
+ | * [[Abilities_List_(Long_War)#Lightning_Reflexes|Lightning Reflexes]]: x0.1 for the first shot, and x0.3 for each subsequent shot. | ||
+ | * [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]]: x0.5 | ||
− | + | ===Additive Sources of Aim=== | |
− | + | Permanent Sources: <br> | |
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+ | * Aim of Shooter: ~65 (for average rookies) | ||
+ | * All [[Weapons (Long War)#Laser|Laser]]-tech Weapons: +6 | ||
+ | * All [[Primary Weapons (Long War)#Carbines|Carbines]]: +6 | ||
+ | * [[Primary_Weapons_(Long_War)#SHIV_weapons|Superheavy Plasma]] [SHIV Weapon]: +8 | ||
+ | * [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4 | ||
+ | * [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8 | ||
+ | * [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12 | ||
+ | * [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12 | ||
+ | * [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6 | ||
+ | * [[Equipment_(Long_War)#SHIV_modules|Smart-shell Pod]] [SHIV Equipment]: +4 | ||
+ | * [[Equipment_(Long_War)#MEC_equipment|Holo-targeter]] [MEC Equipment]: +4 | ||
+ | * [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8 | ||
+ | * [[Equipment (Long_War)#Special ammunition|Drum Mags]] [Small Item]: -4 | ||
+ | * [[Foundry_(Long_War)#Pistol_Upgrades|Rail Pistols]] [Foundry project]: +8 for sidearms only | ||
+ | * [[Abilities_List_(Long_War)#Band of Warriors|Band of Warriors]] [Officer Perk]: +2 per continent bonus XCOM has earned | ||
+ | * [[Abilities_List_(Long_War)#So Others May Live|So Others May Live]] [Officer Perk]: +1 per mission survived with zero casualties (up to +8) | ||
− | + | Conditional Sources: <br> | |
− | + | * Height Advantage: +20 | |
+ | * [[Abilities_List_(Long_War)#Flush|Flush]] [Weapon Skill]: +30 for the Flush shot | ||
+ | * [[Abilities_List_(Long_War)#Rapid_Fire|Rapid Fire]] [Weapon Skill]: -15 for both attacks | ||
+ | * [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation | ||
+ | * [[Abilities_List_(Long_War)#Deadeye|Deadeye]] [Perk]: +15 against flying enemies | ||
+ | * [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health | ||
+ | * [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit | ||
+ | * [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]]: +10 before taking any costly (blue) actions | ||
+ | * [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10 against targets in full cover | ||
+ | * [[Abilities_List_(Long_War)#Snapshot|Snapshot]] [Perk]: -10 after taking a costly action | ||
+ | * [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation | ||
+ | * [[Abilities_List_(Long_War)#Hyper-reactive Pupils|Hyper-reactive Pupils]] [Gene Mod]: +10 on any shot after a miss | ||
+ | * [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 after taking damage | ||
− | + | Temporary Sources: <br> | |
− | + | * [[Abilities_List_(Long_War)#Holo-targeting|Holo-targeting]] [Perk]: +10 against target until start of next turn | |
+ | * Suppressed (as from [[Abilities_List_(Long_War)#Suppression|Suppression]] [Effect]: -30 for one turn or until the suppressor takes damage | ||
+ | * Disoriented (as from e.g. [[Equipment (Long_War)#Support grenades|Flashbang]]) [Effect] : -50 for 2 turns | ||
+ | * Acid-covered (as from e.g. [[Equipment (Long_War)#Support grenades|Chem Grenade]]) [Effect]: -20 for 3 turns | ||
+ | * [[Abilities_List_(Long_War)#Mindfray|Mindfray]] [Psionic Skill]: -25 for 3 turns | ||
− | + | ===Additive Sources of Defense=== | |
− | + | Permanent Sources: | |
− | + | * Defense of Target: ~0 (for average rookies) | |
+ | * [[Primary Weapons (Long War)#Carbines|Plasma Carbine]] (Weapon): +6 | ||
+ | * [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]] [Small Item]: +4 | ||
+ | * [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: -6 | ||
+ | * [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8 | ||
+ | * [[Abilities_List_(Long_War)#Espirit de Corps|Espirit de Corps]] [Officer Perk]: +5 | ||
− | + | Conditional Sources: | |
− | |||
− | + | * Half Cover: +30 (+60 hunkered) | |
− | + | * Full Cover: +45 (+90 hunkered) | |
− | + | * [[Abilities_List_(Long_War)#Tactical_Sense|Tactical Sense]] [Perk]: +5 per enemy in view, up to +20 | |
− | + | * [[Abilities_List_(Long_War)#Automated_Threat_Assessment|Automated Threat Assessment]] [Perk]: +15 while on overwatch | |
− | + | * [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation | |
− | + | * [[Abilities_List_(Long_War)#Semper_Vigilans|Semper Vigilans]] [Officer Perk]: +5 while in cover | |
− | + | * [[Abilities_List_(Long_War)#Distortion_Field|Distortion Field]] [Psionic Ability]: +10 to nearby allies in cover | |
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− | + | Temporary Sources: | |
− | + | * [[Abilities_List_(Long_War)#Smoke_Grenade|Smoke Grenade]]: +20 (smoke lasts for 2 turns) | |
+ | * [[Abilities_List_(Long_War)#Dense_Smoke|Dense Smoke]]: +40, instead of +20 (smoke lasts for 2 turns) | ||
+ | * [[Abilities_List_(Long_War)#Telekinetic_Field|Telekinetic Field]] [Psionic Ability]: +40 for 1 turn | ||
− | + | ===Sources of Critical Chance=== | |
− | + | Permanent: | |
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− | + | * All [[Weapons (Long War)#Pulse|Pulse-tech]]: +8 | |
+ | * All [[Primary Weapons (Long War)#Carbines|Carbines]]: +4 | ||
+ | * All [[Primary Weapons (Long War)#Assault_Rifles|Assault Rifles]]: +8 | ||
+ | * All [[Primary Weapons (Long War)#Battle_Rifles|Battle Rifles]]: +8 | ||
+ | * All [[Primary Weapons (Long War)#Shotguns|Shotguns]]: +16 | ||
+ | * All [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]]: +12 | ||
+ | * All [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]]: +20 | ||
+ | * [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4 | ||
+ | * [[Equipment (Long_War)#Weapon attachments|Targeting Module]]: +8 | ||
+ | * [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8 | ||
+ | * [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12 | ||
+ | * [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12 | ||
+ | * [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6 | ||
+ | * [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10 | ||
− | + | Conditional Sources: | |
− | == | + | * Flanked or Exposed Target: +50 |
− | [[ | + | * Hardened [Perk] Target: -30 to -60 |
+ | * [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Skill]: +30 for the Precision Shot attack | ||
+ | * [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 after taking damage | ||
+ | * [[Abilities_List_(Long_War)#Aggression|Aggression]] [Perk]: +10 per enemy in sight, up to +30% | ||
+ | * [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health | ||
+ | * [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit | ||
+ | * [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]] [Perk]: +10 before taking any costly (blue) actions | ||
+ | * [[Abilities_List_(Long_War)#Squadsight|Squadsight]] [Perk]: -20 to targets past visual range | ||
+ | * [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation | ||
+ | |||
+ | Temporary Sources: | ||
+ | |||
+ | * [[Abilities_List_(Long_War)#Combat_Drugs|Combat Drugs]]: +20 (smoke lasts for 2 turns) | ||
+ | * [[Abilities_List_(Long_War)#In_The_Zone|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=== | ||
+ | |||
+ | * [[Abilities_List_(Long_War)#Flush|Flush]]: Reduces BWD to 50%. | ||
+ | * [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Rockets]]: Reduces BWD to 60%. | ||
+ | * [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]]: Reduces BWD to ~20%. | ||
+ | |||
+ | == 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. <br> | ||
+ | |||
+ | Note that Mayhem Suppression always has an MWD of exactly 2 and no randomization. | ||
+ | |||
+ | ===Sources of MWD=== | ||
+ | |||
+ | * [[[[Abilities_List_(Long_War)#Ranger|Ranger]] [Perk]: +1 to primary weapons, sidearms, rocket launchers, and MEC secondary weapons | ||
+ | * [[Abilities_List_(Long_War)#Vital-Point Targeting|Vital-Point Targeting]] [Perk]: +2 to primary weapons and +1 to sidearms vs. humans and autopsied aliens | ||
+ | * [[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. | ||
+ | * [[Abilities_List_(Long_War)#Sapper|Sapper]] [Perk]: +1 to HE and AP grenades, +2 to alien grenades | ||
+ | * [[Equipment (Long_War)#Special ammunition|Alloy-Jacketed Rounds]] [Small Item]: +1 to ballistic and gauss-tech weapons | ||
+ | * [[Equipment (Long_War)#Special ammunition|Enhanced Beam Optics]] [Small item]: +1 to laser and pulse-tech weapons | ||
+ | * [[Equipment (Long_War)#Special ammunition|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 | ||
+ | * [[Primary_Weapons_(Long_War)#Battle_Rifles|Heavy Plasma Rifle]] [Weapon]: +1 when steadied | ||
+ | * [[Primary_Weapons_(Long_War)#LMGs|Plasma Dragon]] [Weapon]: +1 to flying targets | ||
+ | * [[Primary_Weapons_(Long_War)#MEC_Weapons|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. <br> | ||
+ | |||
+ | * [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small Item]: +1 | ||
+ | * [[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) | ||
+ | * [[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 | ||
+ | * [[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 | ||
+ | * [[Primary_Weapons_(Long_War)#Assault_Rifles|Plasma Rifle]] [Weappn]: +1 to Biological targets | ||
+ | * [[Primary_Weapons_(Long_War)#Shotguns|Reflex Canon]] [Weapon]: +1 at point-blank (one tile) range | ||
+ | * [[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) | ||
+ | |||
+ | == 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. <br> | |
− | |||
− | + | 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 === | |
− | + | [[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]] | |
− | + | 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). | |
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− | + | === MWD Randomization Table: Critical Hit === | |
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[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]] | [[File:LR_MWD_randomisation_crits.jpg|center|800x357px]] | ||
− | Y axis has MWD values. | + | 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. <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. | |
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− | == | + | == Damage Reduction == |
− | Long War adds a new mechanic called Damage Reduction. When a unit takes damage, | + | 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: | ||
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===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. | ||
− | ## | + | ## Chitin Plating and Chryssalids multiply melee and Kinetic Strike damage by 0.6. |
− | ## | + | ## 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. | ||
− | + | == Bonus Damage == | |
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− | + | 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: <br> | |
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{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
− | Heat Warheads | + | Heat Warheads damage, by weapon: |
− | {| class=" | + | {| class="wikitable" |
|- | |- | ||
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| HE 2 | | HE 2 | ||
+ | | Rocket Launcher 3 | ||
+ | |- | ||
| AP 2 | | AP 2 | ||
+ | | Recoiless Rifle 4 | ||
+ | |- | ||
| Alien Grenade 2 | | Alien Grenade 2 | ||
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| Blaster Launcher 6 | | Blaster Launcher 6 | ||
|- | |- | ||
|} | |} | ||
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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:
- Roll for hit chance and crit chance
- Apply penalty to BWD due to multiplicative skills
- Compute Modified Weapon Damage (MWD) by adding all bonus damage from equipped items and relevant perks
- Damage randomization: roll for damage value in damage range (roughly +/- 25% of MWD)
- Apply further randomization a for Explosives
- Subtract target DR
- Apply shredder bonus to any remaining damage past target DR
- 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.
- Base Reaction Fire penalty: x0.7 (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
Additive Sources of Aim
Permanent Sources:
- Aim of Shooter: ~65 (for average rookies)
- All Laser-tech Weapons: +6
- All Carbines: +6
- Superheavy Plasma [SHIV Weapon]: +8
- Laser Sight [Small Item]: +4
- SCOPE [Small Item]: +8
- Neural Gunlink [Small Item]: +12
- Illuminator Gunsight [Small Item]: +12
- Alloy Bipod [Small Item]: +6
- Smart-shell Pod [SHIV Equipment]: +4
- Holo-targeter [MEC Equipment]: +4
- Battle Computer [MEC Equipment]: +8
- Drum Mags [Small Item]: -4
- Rail Pistols [Foundry project]: +8 for sidearms only
- Band of Warriors [Officer Perk]: +2 per continent bonus XCOM has earned
- So Others May Live [Officer Perk]: +1 per mission survived with zero casualties (up to +8)
Conditional Sources:
- Height Advantage: +20
- Flush [Weapon Skill]: +30 for the Flush 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 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 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:
- Defense of Target: ~0 (for average rookies)
- Plasma Carbine (Weapon): +6
- Chameleon Suit [Small Item]: +4
- Reinforced Armor [Small Item]: -6
- Battle Computer [MEC Equipment]: +8
- Espirit de Corps [Officer Perk]: +5
Conditional Sources:
- Half Cover: +30 (+60 hunkered)
- Full Cover: +45 (+90 hunkered)
- Tactical Sense [Perk]: +5 per enemy in view, up to +20
- Automated Threat Assessment [Perk]: +15 while on overwatch
- Damn Good Ground [Perk]: +10 against enemies in lower elevation
- Semper Vigilans [Officer Perk]: +5 while in cover
- Distortion Field [Psionic Ability]: +10 to nearby allies in cover
Temporary Sources:
- Smoke Grenade: +20 (smoke lasts for 2 turns)
- Dense Smoke: +40, instead of +20 (smoke lasts for 2 turns)
- Telekinetic Field [Psionic Ability]: +40 for 1 turn
Sources of Critical Chance
Permanent:
- All Pulse-tech: +8
- All Carbines: +4
- All Assault Rifles: +8
- All Battle Rifles: +8
- All Shotguns: +16
- All Marksman Rifles: +12
- All Sniper Rifles: +20
- Laser Sight [Small Item]: +4
- Targeting Module: +8
- SCOPE [Small Item]: +8
- Neural Gunlink [Small Item]: +12
- Illuminator Gunsight [Small Item]: +12
- Alloy Bipod [Small Item]: +6
- Sharpshooter [Perk]: +10
Conditional Sources:
- Flanked or Exposed Target: +50
- Hardened [Perk] Target: -30 to -60
- Precision Shot [Skill]: +30 for the Precision Shot attack
- Adrenaline Surge (as from e.g. Combat Stims) [Perk]: +10 after taking damage
- Aggression [Perk]: +10 per enemy in sight, up to +30%
- 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 [Perk]: +10 before taking any costly (blue) actions
- Squadsight [Perk]: -20 to targets past visual range
- Depth Perception [Gene Mod]: +5 against enemies in lower elevation
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
- Flush: Reduces BWD to 50%.
- Shredder Rockets: Reduces BWD to 60%.
- Disabling Shot: Reduces BWD to ~20%.
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
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
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:
- 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.
- Acid negates the higher of 50% or 3 points of the above DR.
- Percentage DR is applied (multiplicatively):
- Combat Stims active multiplies damage by 0.6 if soldier is in cover and not flanked.
- Chitin Plating and Chryssalids multiply melee and Kinetic Strike damage by 0.6.
- Mechtoids with Psi Shield active 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).
- 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.
- Hunkering down reduces damage by a further 0.667 or 1.0.
- Will to Survive reduces damage by 1.5.
- 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.
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 |