Rifleman Archive
Thread: Is the damage listed in the combat window the ACTUALL damage I'm doing?
Cause I went up to something w/ about 35% energy resist and 0% stun and my Laser rifle still rocked compared to my jawa... and my jawa isn't that bad. I'm wondering if the combat window damage is maybe not showing me the true damage after resist calculations
the 'floaty' above the targets head is the *actual* damage (take what's in your combat spam, and apply resists and armor piercing, this will equal the floaty).
Ohhh... ok.. so maybe my Jawa was actually doing better then my laser and I just didn't know it. I'll check out the floaties...
It is dumb howerver.. I think the combat window should show the TRUE damage.
Also be aware of how AP works. Did whatever you were fighting have any armor? Was there a stun % listed or was it a vulnerability?
If it had no armor,andhad 35% to energy and vulnerable to stun, it might still be better to use the laser rifle. The way the system works now, if it is vulnerable to the damage type then you get no AP bonus. But you would still get the 50% damage increase with the AP2 laser rifle because it had resists to energy. Kind of a crazy system if you ask me.
In other words, in the above situation, if the combat spam said 100 damage with both rifles, the jawa rifle would do 100 damage, but the laser rifle would do 100*1.25*1.25* (1-.35) = 101.
I think that's correct anyway...whatever happened to Volsted? bring that guy back in here to explain this
Close. The way the game works, the "floaty" is the delta of the half-second turn in the targets condition/ham. The combat spam is the processed roll of your output damage. First you get the combat roll: this is send to the combat channel. Then the roll is applied, with the inputs of damage, type and AP. This damage is caclulated against resists and armour, and then applied to the target. A seperate process monitors all changes in the target and displays as this "floaty". Depending on the weapon and the targets protections this can be quite different numbers.
Resist of 0% in the type usedbypasses armour resist completely and will make this number the same. Other then that, it will most likely be different.
The number in the combat window is the damage roll for this shot (some number between the rifle's minimum and maximum damage, inclusive) times 1.5 (a modifier for all shots) times the damage multiplier for the special used (if one was used). So think of this as the base damage of the rifle without regard to the effect it has on the target (i.e., without regard to armor and resistances factors).
The floaty damage is the base damage from the combat window adjusted forthehow the weapon performs against the target's armor and resistences. It is the combat window numbertimes the bonus or penalty from comparing the armor piercing value of the weapon vs. the armor rating of the target. This is then further adjusted byany penalty from resistences the target has to your weapon type. Thus, this number represents the actual damage done to the target. And it may be larger or smaller than the combat window number depending on whether there is an overallbonus orpenalty from the armor and resistance factors.
Also, the floaty number is the total damage done to all HAM pools. For non-bleed shots, most of the damage is taken from one pool, but a small percentage is taken from each of the other two pools as well. The color of the floaty damage number tells you which pool got hit the hardest, but the number itself is the total damage, not just the damage to that pool.
I think the thing that light AP doesnt work on a stun vulnerable mob with no armor is ridiculous. But oh well.
The target's armor and resistences represents the target's ability to resist damage versus various weapon types.
First,each weapon has an Armor Piercing (AP) value, and each target has an Armor Rating (AR) value. When the AP value of the weapon exceeds the AR value of the target, you get a 25% damage bonus for each level the AP of the weapon exceeds the AR of the target. If a target's AR value exceeds the weapon's AP value, then you lose 50% of the damage for each level of AR exceeding AP. If the AP value equals the AR value, then there is no bonus or penalty for AP vs. AR (i.e., the combat widow number is used unadjusted).
Second, each weapon has a damage type, and each target has a resistence or vulnerability to each type of damage.If it has a resistence to the damage type,this will further reduce the damage done. Thus, you take the number above, and adjust it for the target's resistence value.
Example: T21 is energy damage and heavy armor piercing (AP3) vs. a target with light armor (AR1) and 20% resistences to energywith a combat window damage = 1,500.
AP vs. AR: 1,500 * (1.25 ^ (3 - 1)) = 1,500 * (1.25 ^ 2) = 1,500 * 1.56 = 2,340
Resistences: 2,340 * (1 - .20) = 2,340 * .80 = 1,872
So, if you saw 1,500 damage assessed in the combat window, you would see 1,872 damage in the floaty number above the target's head, and this will be the total damage deducted from the target's pools.
In this case, the armor piercing bonus boosted the combat window damage, but when the AR exceeds the AP or when the target has high resistences to a damage type, the floaty number may also be less than the combat window number.
Two things to note:
1. Bleeds ignore armor and resistence factors, so a bleed (even one which is against a target with 100% resists to the damage type of the weapon) will always equal the combat window damage number.
2. When an armored target has a vulnerability to a damage type, a bug in the calculations will cause it to by-pass the calculation for AP vs AR, so you will not get the AP bonus for targets which are vulnerable to the type of damage you are using. I believe it ends up just equaling the combat window damage like a bleed does.