Rifleman Archive
Thread: So hard to find Riflemen Speed AA,CLothing and SEA's and question about dmg multipliers.
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Azzurri15
Sun Mar 14, 2004 6:23 pm
#1
Man I can't find any to buy, if anyone on starsider and has one let me know.
Also what is the dam multiply and how does it work. I check out a dmg FAQ to see what dmg I can do with my Dmg sliced T21 at min 212 dmg and 520 max Dmg w/o being pupped. with a 33% one it can get to 700 dmg. Anyways how do the multiplyers work? I did that dmg faq and it saids I can do about 750 with strafe 2, so do I times that by 3 to ge the dmg? same witht he other dmg how do the multiplyers work?
Thanks
Also what is the dam multiply and how does it work. I check out a dmg FAQ to see what dmg I can do with my Dmg sliced T21 at min 212 dmg and 520 max Dmg w/o being pupped. with a 33% one it can get to 700 dmg. Anyways how do the multiplyers work? I did that dmg faq and it saids I can do about 750 with strafe 2, so do I times that by 3 to ge the dmg? same witht he other dmg how do the multiplyers work?
Thanks
Sotaudi
Mon Mar 15, 2004 11:53 am
#4
Azzurri15 wrote:
Man I can't find any to buy, if anyone on starsider and has one let me know.
Also what is the dam multiply and how does it work. I check out a dmg FAQ to see what dmg I can do with my Dmg sliced T21 at min 212 dmg and 520 max Dmg w/o being pupped. with a 33% one it can get to 700 dmg. Anyways how do the multiplyers work? I did that dmg faq and it saids I can do about 750 with strafe 2, so do I times that by 3 to ge the dmg? same witht he other dmg how do the multiplyers work?
Thanks
Damage is calculated as follows:
A number between your min and max damage number (inclusive) is rolled. That number is multiplied by a standard multiplier of 1.5. If you use a special, that damge is multiplied by the special's damage modifier (look in the FAQ thread on specials for the multipliers for each special). For Strafeshot2, the mulitplier is 5x. The resulting number is what shows up in the combat window.
That number is multiplied by the armor and resistances factors. The FAQ also has the formulas for calculating armor and resistances. But basically, when AP (armor piercing) is greater than armor (AR), you get a cumulative damage bonus of 25%for each level of AP over AR. When AR is greater than AP, you get a cumulative damage penalty of 50% for each level of AR over AP. The following table shows the multipliers:
Multiply by when
# of Levels AP>AR AR>AP
1 1.25 .50
2 1.56.25
3 1.95 .125
When AP = AR, then multipy by 1.
Example: Heavy AP vs. unarmored (3 levels of AP over AR): Damage * 1.95.
Light AP vs. Medium armor (1 level of AR over AP): Damage * .50
Finally, resistances are taken into account. Multiply the above number by (1 - resistance). So for 25% energy resistances, you would multiply by (1 - .25) = .75 for any weapon that does energy damage. However, when a target is vulnerable (no resistances) to a damage type, both armor and resistances are bypassed, so the combat window damage is the final damage.
Once all this is caluclated, this is the number that goes against the actual HAM.
So, if I have your T21 and shootthree targets with Flushingshot2, this is how it would work:
Target 1: Unarmored with 15% resistance to energy.
Target 2: Light Armor with 80% resistance to energy.
Target 3:Unarmored with vulnerabilty to energy.
Flushingshot 2 has a 4x damage modifier.
In all three shots, we will assume you get a damage roll of 425 for your shots.
So the combat window damage in each case would be:
Combat window damage = Damage roll * 1.5 * SpecialMultiplier
Combat window damage = 425 * 1.5 * 4 = 2,550
Of course, this would change depending on your damage roll each time, but for this special, the multiplers indicated would be the same each time.
For armor and resistances, that number would be:
Combat Window Damage * Armor Multilpler from table above * (1 - resistances)
So:
Target 1: 2,550 * 1.95 * (1 - .15) = 2,550 * 1.95 * .85 = 4227
Target 2: 2,550 * 1.56 * (1 - .80) = 2,550 * 1.56 * .20 = 796
Target 3: Target is vulnerable to energy damage, so armor and resistances are bypassed: 2,550 actual damage.
Conversely, let us look at a Jawa rifle(Light AP) that gets a 300 damage roll and shooting Headshot 3 against two different targets:
Target 4: Medium armor with 5% Stun resistances
Target 5: Heavy armor with Stun vulnerabilities
Headshot3 damage multiplier of 3x damage.
Combat Window damage = 300 * 1.5 * 3 = 1,350
After armor and resistances:
Target 4: 1,350 * .50 * (1 - .05) = 641
Target 5: Target is stun vulnerable, so armor and resists are bypassed: 1,350 actual damage.
Things to note: For Target 1, the 3 levels of AP over AR greatly enhances the damage and the somewhat low resistances do little to mitigate much of that damage. For Target 2, AP is greater than AR, but the high resistances reduce the overall damage more than the AP bonus. For Target 3, oddly enough, the vulnerability to the damage (no resistance to it) causes the target to take less damage than the same target with 15% resists because, when it is vulnerable, armor and resistances calculationsare bypassed, meaning so is the APbonus. For Target 4, even with low resistances to Stun, the fact that the AR is greater than the AP of the Jawa reduces the damage a lot. But at the same time, because the heavy armor of Target 5 is vulnerable to stun, like target 3 the armor and resistances are bypassed, so, in this case, it helps the Jawa out perform the damage against the "lesser" armor of Target 4.
BlasterForHire
Mon Mar 15, 2004 12:06 pm
#6
your server must not have borgle campers. kauri is swimming in SEA's.
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