Commando Archive

Thread: AP Damage formula?

Gamble
Mon Dec 29, 2003 8:55 am
#1

I'm trying to work out a more inclusive DPS (damage per second) formula that'd include AP when figuring it out but I can't remember what the specifics of this is. If anyone has any info on this it'd be appreciated



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tacwraith
Mon Dec 29, 2003 10:06 am
#2

every level of armor rating (AR) cuts damage by 50%.


Armour piercing rating on weapons only counters that AR level.


SOE has stated that AP does not increase damage when hitting a lower AR target, that it should just damage the target's armor (sounds stupid aint it?). But in the armorsmith forums you can find folks who have tested stuff that seem to show that AP rating actually increases damage on lower AR targets.


Before the headache begins, here's how i understand it goes:


1000 damage shot fired by an AP0 (no armor piercing) weapon hits an AR1 (light armor) target... damage inflicted is 500.


AP0 shooting AR2 (medium armor) for 1000 damage, game takes 1000, applies AR1 resist, damage down to 500, then those 500 is decreased by half , making it 250. Final damage inflicted: 250.


This is all before the resist % on the armor itself are counted in.


AP3 shooting AP1 for 1000 damage, ap3 punches through AR1, and apparently the damage is increased by like 25% per AP above AR. So 1000 damage is inflicted, then 250 is added.. 1250.. and then 25% of 1250 is added so 312 more, total 1562 damage. (this is uncofirmed, just repeating here what ive read/heard, but it sure as heck looks familiar when i look at the combat spam).


However, the interesting thing is that an AP3 weapon hitting an AR0 target..gets no bonus damage. it never had an AR to increase its damage by.


I guess it kinda makes sense if you think that, for example, in WW2 the massive guns of a battleship would go in through 1 side of an unarmored destroyer and out the other side causing relatively little damage unless it punched through something important (like engine, fuel or ammo).. but those same guns made a MESS of other heavily armored battleships, because the armor slowed the impacting shell down letting the target ship receive the full kinetic impact and explosive charge.






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Gamble
Mon Dec 29, 2003 12:57 pm
#3

Cool, I thought I had heard that but I wasn't 100% sure. I haven't tested out the AP damage multiplier to lower armor levels myself but I do know for a fact that it does that. The fact that it doesn't multiply off of no AP targets is good to know though.



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DragonSnack
Wed Aug 11, 2004 7:09 pm
#4

Checkout Volsteads disertation on weapons if you wantmore info.


http://forums.station.sony.com/swg/board/message?board.id=marksman&message.id=4062
GankByEwoks
Thu Aug 12, 2004 6:30 am
#5






tacwraith wrote:

every level of armor rating (AR) cuts damage by 50%.


Armour piercing rating on weapons only counters that AR level.


SOE has stated that AP does not increase damage when hitting a lower AR target, that it should just damage the target's armor (sounds stupid aint it?). But in the armorsmith forums you can find folks who have tested stuff that seem to show that AP rating actually increases damage on lower AR targets.


Before the headache begins, here's how i understand it goes:


1000 damage shot fired by an AP0 (no armor piercing) weapon hits an AR1 (light armor) target... damage inflicted is 500.


AP0 shooting AR2 (medium armor) for 1000 damage, game takes 1000, applies AR1 resist, damage down to 500, then those 500 is decreased by half , making it 250. Final damage inflicted: 250.


This is all before the resist % on the armor itself are counted in.


AP3 shooting AP1 for 1000 damage, ap3 punches through AR1, and apparently the damage is increased by like 25% per AP above AR. So 1000 damage is inflicted, then 250 is added.. 1250.. and then 25% of 1250 is added so 312 more, total 1562 damage. (this is uncofirmed, just repeating here what ive read/heard, but it sure as heck looks familiar when i look at the combat spam).


However, the interesting thing is that an AP3 weapon hitting an AR0 target..gets no bonus damage. it never had an AR to increase its damage by.


I guess it kinda makes sense if you think that, for example, in WW2 the massive guns of a battleship would go in through 1 side of an unarmored destroyer and out the other side causing relatively little damage unless it punched through something important (like engine, fuel or ammo).. but those same guns made a MESS of other heavily armored battleships, because the armor slowed the impacting shell down letting the target ship receive the full kinetic impact and explosive charge.






Tacwraith nicely said, but still makes no sense..


Though you are right on everything you said it doesnt make sense from a RPG perspective.There should be a 75% increase on damage foranyone using AP 3 weapons on a target that is AR 0. However as you knowSOE doesnt allow it,and as you also said, any AP3or any AP weapons for that matterare not granted any bonusto damage against player not wearing armor. So with that being said, why should anyone wear armor ?


The formula was making sense till that last part, and it is that last part is the bane of Commandos. We simple are not being able to punch through armor hard enough to sratch a dent, and against unarmored opponents we dont get anybonus, even though we are using HEAVY WEAPONS !


ARMOR PIERCING in general needs a Revamp, I think a50% increase is need per a level of AP, instead of 25%.When going down the scaleAP drops in increments of 50% well it should be the samegoing up.


As for WW2 scenerio, as we know, what happens in real life has to be fluffed alittle bit for MMORPGs, otherwise everyperson that "Blocked" My Rocket Launcher I want FP for !!


- GANK BY EWOKS
DragonSnack
Thu Aug 12, 2004 11:42 am
#6


If I get mitigation 3 with master coooamndo ( I think I do - just can't remeber) and mitigation 3 with MBH does that give me mitigation 6 or just 3?

RazerWolf
Thu Aug 12, 2004 11:54 am
#7

Let me just clear this up:

Armour rating of zero and vulnerable are not the same thing. If a target has a damage type listed as vulnerable, it counts as having no armour at all, regardless of it's actual AR. It is a bug, however (as far as I know) that all shots against a vulnerable target count as AP0.

Targets of AR0 which are not vulnerable definitely get the AP modifier. Thre's no other way I could hit an AR0 Stormtrooper with my T21 for over 9000 damage otherwise.

If a damage type is not listed, it counts as 0 resistance, but at the same AR as the mob.

All unarmoured players are supposedly vulnerable to all damage.



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