Help with modding the damage formula (FO2)

Cyrus

It Wandered In From the Wastes
Hello.

I've been trying to mod the combat formula for a while, but given my limited understanding of programming and FO2 modding, its been difficult. Can anybody help me with some questions?

NovaRain just pointed me to this page in this post which is a damage formula. Now I thought this was the Glovz formula, but realized its not. Then I thought it looked like the original game default formula just rewritten in C (I'm guessing its C). But after studying it I'm noticing that it's not that either. So my question is exactly what formula is this? And who wrote it? (Answsered: Fo2Tweaks mod, by Burn).
 
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If You want to make the game more balanced in terms of damage it just require *one* thing make sniper perk work only with targeted shots. Set/prevent burst formula in sfall not to soak all bullets in main target with full damage, and also reduce number of bullets per burst from all weapons ( limit to max 6 bullets per burst small guns , max 10 bullets most big guns and max 15 bullets miniguns). and there you go balanced, it's that simple.

the main issue with damage dealing in this game is that burst damage is op. It's because sniper and high luck tend to do wonders for high damage burst weapons with lots of rounds per burst (well maybe with the exception of gatling laser).

As of enemies dealing not enaugh damage it's just a matter of plowing through their skills in proto editor and bumping all fighting skills adequately to what mobs are equipped with in game.
You'll notice that they will do lot's more damage if they hit you more often.

For Bullet type formulae stick to Crafty's fixes in sfall 1 the original balanced seemes to work just right. Hope that someday NovaRain will introduce it to official sfall

If However You try to tinker around with damage formula because enemies are too hard for you then better find another game to play.. Hello Kitty for example..

as for damage formulae presented i think it's not glovz but healomal's YAAM.

In YAAM (Yet Another Ammo Mod) It changes ammo dr to dt
each point of DT below zero( assuming ammo has higher dt modifier than armor worn) substracts 10% from DR up until it reaches 0% than it's a simple way of negative values for DR hence the damage multipiler. if you ask me it's a bit op
 
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For Bullet type formulae stick to Crafty's fixes in sfall 1 the original balanced seemes to work just right. Hope that someday NovaRain will introduce it to official sfall
AFAIK his 'original balanced' still uses the vanilla damage formula and uses the pre-defined INI to modify ammo protos. One should be able to do the same with a global script like JimTheDinosaur's.
 
@NovaRain
from what i understood from conversation with Crafty from FIXT thread couple of pages ago His Sfall1 fixes the damage modifiers AC/DR to be applied properly so AP ammo works as intended and Hollow Point (a.k.a. Dum-Dum) deals little to almost no damage to armored targets. Since the Fo1 engine did not take into consideration any ammo modifiers.

However the point is .ini like proto configuration is way better in terms of testing various ammo mods and simplifies the way to switch between them.

Simmply put in order to switch ammo mods for Restoration from YAAM one should basicaly reinstall Restoration. with Crafty's ini it's only a matter of switching damage formulae version and choosing diferent .ini . This could also simplify issues Magnus has. His formulae could be integrated into Sfall, and He would provide the configuration .ini, without all of the file shufle the goal of this would be to keep all ammo mods in one place so that anyone could try what suits them best without extensive research on the internet.

That is why i think this should be added to main Sfall from Crafty's Sfall1.

Additionally You could also think of adding Crafty's feature of displaying Freespace in containers freeweight/freespace on inv/barter/party exchange screen so that it takes less hassle to buy manage party inventory and stash stuff around. I mean when one is almost full and you get that damn cannot carry that much info you consider what to exclude from getting/giving out. this should come in handy.
 
Thanks for your input Gustar. The original combat formula is fundamentally flawed and simply no ammo mod can really correct it.
 
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