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Weapon confusion

Started by Wollongong [12833] on in Questions & Answers.

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Wollongong [12833]
Weapon confusion

Earlier this week, Ched announced some changes to weapons, saying things were now simpler. I... don't understand it.

Today that's all changed. A weapon's damage value is now its exact damage multiplier. If your weapon's damage value is 65.37, this means your damage is being modified by x65.37. A weapon with 50 damage will do exactly twice that of a weapon with 25 damage, and 5x more than a weapon with 10 damage. It's now that clear!


Ok, so I have an Enfield SA-80 with 63,65 damage and 56,50 accuracy. That implies I'd be hitting slightly over 56% of the time, and miss my target roughly 44% of the time. When I hit, I'd do (63,65 x my strenght) minus whatever def and armour takes out. So far, so good (yes, it's slightly more complicated, but this bit does not confuse me much.

But... he also says:

Another pressing issue we've resolved today is the situation with Torn's damage bonuses and modifiers. (...) As I mentioned at the top, all damage bonuses are now standardized into a single system. They're all added together to form a percentage, and this percentage subsequently increases the final damage.

In the old system, I believe I recall the addition of mods actually altering the values of my weapon. Now, the values remain unchanged. I'm not entirely sure why...

If I were to add something which gives +3% damage, should the damage value of the weaponnot go up? And is it 3% of the value it had (in the example: 63,65 x 0,03 = 1,9095) or is it nominal 3% on top of 63,65, so the value becomes 66,65%?

Aaagh! My head!
nihilisticcat [2112766]
Edit: areas Prox's answer below, he knows best! My answer is partially incorrect!


From what I understand, stat interplay is largely unchanged, that is base damage is calculated as follow:
DAMAGE = 7 * (LOG(STR/10))^2 + 27 * LOG(STR/10) + 30
And mitigation as follows:
[image: i.gyazo.com]


What this update did change is how the weapon values effect this base damage, and while it's still being worked out the exact calculations, the changes are supposed to make calculations easier, in that the visual damage stat is now a linear modifier to said base damage (I assume after stat interplay is calc'd

All damage modifiers now slap a % on the final calc after all these have taken into effect (much like old IN ammo did) - now if this is additive or multiplicative nobody knows yet, we're all gathering data to find out, but your mods should be the last thing you calc now (hooray?) And (as far as I can tell) don't directly effect that weapon's damage until after everything else is considered. Once damage is fully calc'd it'll check "type of weapon? Rifle - rifle mastery bonuses add" for example


Now like I said this is all really new so this might be false, and as more data is collected we can refine this, but this is the best logical guess at the moment for how this works
Proxima [1879587] Wiki Editor
Ok, so I have an Enfield SA-80 with 63,65 damage and 56,50 accuracy. That implies I'd be hitting slightly over 56% of the time, and miss my target roughly 44% of the time. When I hit, I'd do (63,65 x my strenght) minus whatever def and armour takes out. So far, so good (yes, it's slightly more complicated, but this bit does not confuse me much.
It's not 63.65x your strength, it's 63.65x the damage value that is generated by a calculation done using your strength.

That calculation looks a little something like this:

DAMAGE = 0.7 * (LOG(STR/10))^2 + 2.7 * LOG(STR/10) + 3.0


The above is for a headshot. The values are 1/10th of what nc quotes above because there is a factor of 10 that brings the damage down to more sensible values.


And then yes, it's modified by whatever "mitigation" is calculated from both opponents Armor, and the ratio of your STR to your opponents DEF (as above by nc).


In the old system, I believe I recall the addition of mods actually altering the values of my weapon. Now, the values remain unchanged. I'm not entirely sure why...

If I were to add something which gives +3% damage, should the damage value of the weaponnot go up? And is it 3% of the value it had (in the example: 63,65 x 0,03 = 1,9095) or is it nominal 3% on top of 63,65, so the value becomes 66,65%?

Aaagh! My head!

The displayed stats on your weapon won't change anymore. The effect is still there, but your weapon's actual stats will still be displayed. The actual multiplier used when dealing damage in a fight WILL use that 3% bonus, and any other bonus.

So if you have a 63.65 damage weapon, with a 3% damage mod, the value used would be 63.65 * 1.03 = 65.5595

If you also have faction specials providing 10% damage, the value used would be 63.65 * (1 + 0.03 + 0.10) = 71.9245


All damage modifiers sum together like the above example before providing the bonus, rather than multiplying.