Talk:Damage (Long War)

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Revision as of 23:52, 13 November 2015 by Demes (talk | contribs)
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I added Amineri's explanation of damage roulette (https://www.reddit.com/r/Xcom/comments/30wtkq/lw_b15b_some_feedback/cpwzxl8) to "The randomization roll". First time editing, so apologies if I made any mistakes - DDADDA

Overhaul

Did an exhaustive edit of the entire page; adding, removing, expanding and reformatting. Improved grammar and spelling, modified the overall page aesthetic, spruced up the wikitables with headers, added lists of relevant items for people interested in damage calculations, removed speculation and "advice" (this isn't a guide or tutorial), removed quotes by Amineri (no other page has them or even provides sources; if you want to do sources do it like a real wiki). If you think I changed something for the worse, let me know. --DjinnFor (talk) 02:35, 3 November 2015 (EST)

@Demes I have reverted your changes to the OW dashing multiplier and Combat Stims pursuant to information in these reddit LW threads [1] [2] [3]. I initially gave you the benefit of the doubt as me misremembering things, but it was bothering me and I decided to follow up on them with some research. It could be that those threads are out of date (or the individuals in question were misinformed at the time of posting) and you know something I don't, in which case I'd be perfectly fine with the edit being reinstated, but for the time being and in lieu of further clarification from you I've switched them back. DjinnFor (talk) 08:14, 13 November 2015 (EST)

@DjinnFor The information I changed was based on mostly personal experience and some research. My understanding of the OW dashing multiplier is based on both the DefaultGameCore.ini file and personal experience. If you look at the .ini, under "tactical constants" on line ~1210 and onwards, There's two variables relating to OW. These are "REACTION_PENALTY=0.7f ; Reaction fire % of normal of hit chance." and "DASHING_REACTION_MODIFIER=0.5f ; Reaction fire % of normal hit chance against a dashing unit." From my experience, neither of these applies if the shooter has Opportunist. The Combat Stim mechanic, that one I think I noticed while playing, however it was just a quick observation (Adrenaline Surge seemed to have disappeared, when I healed myself to full), I didn't do any thorough testing. Would probably be for the best to test how it works ingame, shouldnt take long with the help of dev console. The damage reduction part (applies always), which you reverted too, I'm much more certain about, would make sense according to the wording on the wiki equpment page (note the oxford comma) and also isn't addressed in the sources you listed (I didn't notice it at least). However its always good to test it ingame, if you can. Because the exact mechanics are somewhat complex, not really explained anywhere or very clear at all, there is a lot of misinformation in Reddit, Twitch, and sometimes even here, although to a much lesser extent.

I usually keep up with what's going on here but I've been a bit busy playing Fallout 4 the past few days. Generally I think I have a fairly accurate understanding of the mechanics of XCOM LW, but I've wrong before, at least once. I like the rework you did to the page, looks much better now. I didn't check everything on the page so there's probably still something that on my opinion works differently, for example if we believe the dgc.ini, the gauss tech DR reduction is 0.34, not 0.33 ("COUNCIL_FUNDING_MULTIPLIER_EASY=0.34f ; All Gauss-tech weapons nullify this much Damage Reduction"), although a difference of 0.01 DR is completely irrelevant in almost any situation. --Demes (talk) 18:52, 13 November 2015 (EST)