Difference between revisions of "Damage (Long War)"

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===Sources of MWD===
 
===Sources of MWD===
  
* [[[[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)#Ranger|Ranger]] [Perk]: +1 to all [[Primary Weapons (Long War)|Primary Weapons]] and [[Secondary_Weapons_(Long_War)|Secondary Weapons]]
 
* [[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. humans and autopsied aliens
 
* [[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. humans and autopsied aliens
 
* [[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]], +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.
 
* [[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]], +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.

Revision as of 05:14, 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 multiplicative penalty to BWD due to 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 for Explosives
  6. Subtract target DR
  7. Add any extra bonus damage from certain perks

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.

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

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 suppression ends
  • 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 Sources:

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

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 (removed if the shooter has the Opportunist perk).
  • The target is dashing (gold-moves as their first action): x0.7
  • Lightning Reflexes: x0.1 for the first shot, and x0.3 for each subsequent shot.
  • Chameleon Suit: x0.5

Multiplicative Damage Penalties

Multiplicative penalties to BWD 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 BWD.

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
  • 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 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).

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.

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.

Multiplicative BWD Skill Lookup Charts

Heat Ammo damage, by weapon:

SAW-Class LMG-Class SHIV Weapon MEC Weapon Sniper Rifle
SAW 2 LMG 3 Autocannon 3 Minigun 3 -
Autolaser 3 Gatling Laser 3 Super-heavy 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:

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