AlexeaNikkole noticed here that her ArmaLite was being fully mitigated by armour when using HP rounds.
It has been stated that HP rounds multiplies opponent armour by 1.5x, meaning you would expect to do 2/3rds the regular damage. Link to this claim: https://www.torn.com/forums.php#!p=threads&f=19&t=16015530&b=0&a=0&start=0&to=17954864
The claim was made because of a bug report in which damage went to zero, and it was explained that this 1.5x factor could lead in rare situations to armour going over 100 (i.e. 100% reduction - damage). This is no longer possible with current armour values, so they only way to get to 0 damage would be some rounding down in rare cases, but the damage done with regular ammo would have to be super small too.
I tested this myself:
HP Ammo - https://www.torn.com/loader.php?sid=attackLog&ID=c70a076e76dc1569293550f48e568ba2
Regular Ammo - https://www.torn.com/loader.php?sid=attackLog&ID=1acefad033c1cc962ea62b69297ad1a0
As you can see, there is no cause for my damage to be rounded down to 0.
Was the 1.5x value increase armour not correct? Has it been changed? Is there an additional effect not mentioned?
Attacks on CrazedOne (e.g. https://www.torn.com/loader.php?sid=attackLog&ID=e307e89dc4857b0a4a2a45166576ec83) lead me to believe it's multiplying the STR/DEF value used to calculate mitigation, rather than armour perhaps?
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Thread Summary
- Started by identifying a problem with the way "Special" ammo mechanics work (in particular Hollow Point).
- Chedburn reconfigured to correct the issue, and mentioned the next thing that needed sorting out was the way weapon "Accuracy" interacts with battle stats (finally!)
Currently: Display Accuracy -> Converts to Speed Multiplier, obtain new SPD/DEX ratio -> Calculate hit chance
This system allows for tiny Speeds to hit huge Dexterities, making it very unbalanced relative to Defense.
- A few ideas were discussed, the favourable contender at the moment is a system where the "boost" to hit chance, given by a weapon's accuracy, will be most effective when hit chance is 50% and will taper off to 0 at the extremes (0,100%). Graph incoming or Table located top of Page 2.
[image: i.gyazo.com]
- Weapon accuracies will range between MAX and -MAX, with MAX likely being 15. This will display on a weapon as 50.00+accuracy, so a 15.00 would be 65.00, and a -15.00 would be 35.00.
- Accuracy boosters (mastery, edu, XP, mods, jobs, ammo, faction) will be much simpler boosts of 1-5, for an absolute of maximum of +18, and will apply directly on to the weapon accuracy (meaning the absolute best weapon would be 65.00 + 18 = 83.00).
- Being passed to committee.
It has been stated that HP rounds multiplies opponent armour by 1.5x, meaning you would expect to do 2/3rds the regular damage. Link to this claim: https://www.torn.com/forums.php#!p=threads&f=19&t=16015530&b=0&a=0&start=0&to=17954864
The claim was made because of a bug report in which damage went to zero, and it was explained that this 1.5x factor could lead in rare situations to armour going over 100 (i.e. 100% reduction - damage). This is no longer possible with current armour values, so they only way to get to 0 damage would be some rounding down in rare cases, but the damage done with regular ammo would have to be super small too.
I tested this myself:
HP Ammo - https://www.torn.com/loader.php?sid=attackLog&ID=c70a076e76dc1569293550f48e568ba2
Regular Ammo - https://www.torn.com/loader.php?sid=attackLog&ID=1acefad033c1cc962ea62b69297ad1a0
As you can see, there is no cause for my damage to be rounded down to 0.
Was the 1.5x value increase armour not correct? Has it been changed? Is there an additional effect not mentioned?
Attacks on CrazedOne (e.g. https://www.torn.com/loader.php?sid=attackLog&ID=e307e89dc4857b0a4a2a45166576ec83) lead me to believe it's multiplying the STR/DEF value used to calculate mitigation, rather than armour perhaps?
=====================================================================================
Thread Summary
- Started by identifying a problem with the way "Special" ammo mechanics work (in particular Hollow Point).
- Chedburn reconfigured to correct the issue, and mentioned the next thing that needed sorting out was the way weapon "Accuracy" interacts with battle stats (finally!)
Currently: Display Accuracy -> Converts to Speed Multiplier, obtain new SPD/DEX ratio -> Calculate hit chance
This system allows for tiny Speeds to hit huge Dexterities, making it very unbalanced relative to Defense.
- A few ideas were discussed, the favourable contender at the moment is a system where the "boost" to hit chance, given by a weapon's accuracy, will be most effective when hit chance is 50% and will taper off to 0 at the extremes (0,100%). Graph incoming or Table located top of Page 2.
[image: i.gyazo.com]
- Weapon accuracies will range between MAX and -MAX, with MAX likely being 15. This will display on a weapon as 50.00+accuracy, so a 15.00 would be 65.00, and a -15.00 would be 35.00.
- Accuracy boosters (mastery, edu, XP, mods, jobs, ammo, faction) will be much simpler boosts of 1-5, for an absolute of maximum of +18, and will apply directly on to the weapon accuracy (meaning the absolute best weapon would be 65.00 + 18 = 83.00).
- Being passed to committee.
Mentions: Mitigated Armalite vs Dual Hammer · No damage attack bug