@lujo
Let me start off by saying we see things very differently when it comes to the game; you appear to take things at a high level view, making connections and drawing conclusions based on what appears to be your own opinion with hope that you will get community support. At times you have shown incite and I have supported some of your thoughts previously.
I tend to focus on specific aspects of the game and attempt to understand them based on previous discussions had in the forum and from what little I can gleam in code. My mod is the result of that, with help granted by others, and credit given freely with gratitude.
Now let me respond.
Ok, so I took a look, and here's what I think. Don't take any of this the wrong way - I'm sure the game can work if you apply your formula, this is just for fun and science and to give you something to ponder if you ever feel like it + a bunch of somewhat too verbose and rambling well intentioned fun.
Also, I can't make heads or tails of the formula, but I can of your assumptions about it, so that's what I'll comment:
You could have started the conversation off by asking more about the original damage formula, since you mention you cannot make sense of it. I did my best to describe it in the first post of this thread. You have to click the first Show button to read what I wrote.
2- The critical multiplier is applied too early in my opinion; how does one score a critical hit if it's unknown whether the hit got through the target's armor damage threshold or got past the target's armor damage resistance yet?
By crits being the default armor bypassing mechanic? As a design decision? To make critters occasionally hit you for lots even after you've found the game-sellig iconic armors? Which is supposed to not have a downside? And to give any character a chance to beat the bad guys regardless of their armor?
To answer your first question; no I never assumed or implied (or never meant to) that critical hits were the default armor bypassing mechanic. For your second question I not sure what you mean; did I assume it was the original design decision to use critical hits as the default armor bypass? No. Your third, fourth and fifth questions appear to be asking again if I made specific assumptions; the answer is no.
As for how it works in RL sense, well, most medieval warfare conissted of causing critical damage despite the other guy having armor - breaking bonse, necks, windpipes, ribs, causing internal bleeding from impact, jamming their own armor into places where it wasn't supposed to be jammed... Plenty of swords were basicly large metal bars designed with this in mind, it's rather more easy than it sounds. I'm not a big fan of applying RL logic to Falout 2, especialy when it comes to combat, but I wouldn't be perplexed by this question even if RL logic was what I had to go by.
Just saying, though, I'm not in love with the original design, either, if something else works better in practice and doesn't mess up what the original design was ment to do XD
I wasn't trying to acheive a RL simulation, but rather I tried to determine what the original logic/rules could have been that they were trying to work towards, find where they failed to meet that logic or those rules, and apply what could be a fix. I tried draw from other discussions in the forum about how people thought damnage should work and go from there.
I do find your example of armor being jammed an interesting argument against not moving the critical multiplier from where/when it was applied originally, but that would imply a partial failure of the armor. This sort of rule is not covered in the original formula, nor is it covered in the critical hit tables. The critical hit tables speak to "bypass armor" which is a complete armor failure, which actually supports my decision to move where/when the critical multiplier was applied.
I may have to give your partial armor failure idea some thought.
3- The ammo multiplier is applied incorrectly in my opinion; first, multiplying the damage value directly implies that the ammo itself somehow increases the min.-max. damage potential of the weapon (I disagree with this)
And why not - there's bullets that stick in you, bulet's that don't stick in you, bullets that fragment, bullets which leave small holes, bullets that leave large holes, incendiary bullets, internatinally banned bullets... The influence of a gun on a bullet is pretty standard, what the bullet does after leaving the barrel can have a million influencing factors in RL, so the variance of the end result has very little do do with a gun. Again, RL logic, I know, just saying...
And having bullets be the main influencing factor on damage variance is a nice way for the devs to have all sorts of guns around but make sure some enemies are ussing dummies (AP and terrible by default munitions) and some enemies are using live ammo (JHP).
Here you seemed to have missed my point; we are in agreement that there are different types of ammo and that they will cause different types of damage, but let me clarify that the min.-max. damage range of a weapon (i.e. 10mm pistol 5-12) is meant to provide the game mechanic of all hits to the enemy using that weapon not be the same. So once a hit is established, that should be when the ammo used is looked at and it's values taken into account. An ammo values define what type of ammo it is to the damage formula.
The original damage formula does not have any notion of what type of ammo was used because the ammo had no direct affect on the armor values, ammo values either increased or deceased the hit (the random number picked from the ramge of min. to max.) and then that hit number was affected by the armor values.
My mod gave the damage formula an understanding of the type of ammo used, and what affect it had on the targets armor (or target if the critter had no armor), and then applies the hit taking into account the adjusted armor values.
Do you see the difference? Are you starting to get an understanding of how flawed the original formula is?
If it was ever ment to work any other way they would've given you control over NPC's so that you can rotate ammo according to need as you would need to if the rock-paper-scizzors worked. Phobos fell into the trap of deciding that non-working AP ammo was a bug and even made AP ammo variants for shotguns and AP .223 bullets, but he soon discovered that he needs a party orders hotkey to tell NPC's to swap ammo (I loled hard at this myself, though, as not being given control over NPC's is basically solid proof that AP ammo was never ment to work anyway. I also chuckle when people praise the AP ammo bugfix / weapon mods but are horrified by the idea of using the party combat control "hack").
The way the game works is that you just shoot ammo that does damage and sell ammo that doesn't, and do aimed shots at stuff which is armored, and it's armored to you wouldn't burst everything down like an idiot. Or just shoot at it untill you score a crit, and you're given an effortlessly acquired NPC which can score those crits for you (he was so popular someone even made a voiced talking head for him, small wonder XD).
If what your formula does is make a more interesting system, by all means, I'm not against is, but the game wasn't made with a more complex, and paticularly not a realistic, system in mind. In fact, combat seems to have been more of a way to make you hang around towns and do quest, then mark your progress by allowing you to safely move to the next zone. I basically think combat was dummied out of the game, not bugged. Fiddling w weapons always seems like someone's trying to add actual swordfighting moves to the Monkey Island swordfighting.
Here you are just providing your own opinion with the implied assumption that they (the original devs) either knew all the issues were there and worked around them, or didn't know there were issues and thought everything was working the way it should.
I completely disagree, and I think I'm safe in saying most others would too. I think the more likely situation was the knew and understood some of the issues; but not all of them, of those they knew about and knew they were not going to address them, those they worked around. But honestly, it's very hard to even guess at what they knew and didn't know. Just as it is equally as hard to know what they intended in all cases and what they didn't.
and second, how is damage multiplied if it's unknown whether the hit got through the target's armor damage threshold or got past the target's armor damage resistance yet?
Again, because crits are ment to ignore armor? And armor is only there to make sure you do quests and put some skills into small guns so you can actually hit someone? And damage reduction is only there to make sure burst doesn't work on everything ever? And someone in charge of the development had a stroke of genious and decided that special was a dumb idea and that trying to simulate gunfights in a story driven epic RPG realisticaly is unworkable? So they left the descriptions to make it look more complex than what they decided to make the game with? And then it was still unplayable so they added stimpaks to make sure nothing ever goes wrong? And made special case guns and stuff and planted way too much stuff around to make sure combat never really gets in the way of playing the game much?
Are you asking questions or simply adding question marks are the end of statements? It seems to me you're attempting to imply assumptions that I may have made. First question I already answered, second question is no (not sure why you would even think that), and third question is no and burst is flawed because when you combine the original damage formula's flaws with how the burst hits are determined in the original 'to hit' formula, you get a mess. The rest of the questions just seem to be you ranting on some tangent of thought that has nothing to do with my mod.
4- The ammo divisor is applied incorrectly in my opinion; dividing the damage by the ammo divisor only reduces the damage, why would anything about ammo be designed to reduce damage?
So that enemies could use the same guns as you do but don't do as much damage as you do as they're all not ment to win any fights, while you were ment to win every one you're properly equipped for? To make some of the ammo you can find or that enemies drop useless to you because it's too easy too get? Most ammo in the game is being shot at YOU, and the game needed a way to modify the damage, but couldn't do it through modifying either the enemies or the guns, so ammo was the only thing by which you could modify the damage source regardless of which armor the CO has on (meaning in effect where's he been allready).
When you ramble off thoughts like this, it is difficult take this as constructive critism, and just seems you wanted a place to rant.
The original damage formula and my mod are applied to ALL, so all things being equal between a npc/critter and the player, the same damage will be done by both. The main difference is that the player has traits, and perks, which more often than not will give the player the advantage and thus the player will do more damage. I don't believe (at least i cannot recall) if npc/critters have traits or perks.
5- The difficulty setting is applied too early in my opinion; again, how do you apply something that is to either make the damage more or less if it's unknown whether you got by the target's armor yet?
Because if you turn the dial up or down, stuff is ment to do more damage to you regardless of how far you get in the story? To not make power armor even more of a plot armor?
You need to understand the original formula before implying asumptions that I may have made.
The original formula simply used the difficulty setting to increase or decrease the hit damage before armor was taken into account, which really seemed odd. So this was less a bug to fix as it was a decision I made to have it make more sense along with the other changes I made.
2- The critical multiplier (CM) is only applied after it is determined that the hit got through the target's armor
--- how else can a hit be considered critical unless it got past armor to hurt a supposedly sensitive spot on the target
Congrats, you're not playing Fallout 2 anymore XD You might be playing a better game for all I know, but Fallout 2 it isn't.
I can see why you might think this, in the critical hit tables there is clearly stated effect of "bypass armor". However, the original formula had no tie-in to the critical hit table where some notion of the type of critical hit was conveyed. So with my limited knowledge I had no way to address this.
I have to give this some thought.
3- The ammo multiplier (X) to me seemed out of place, so I compared all the ammo in the game
--- it seemed that JHP ammo was the one (for the most part) which had an X value greater than 1
--- so knowing JHP, was not designed to penetrate armor but rather when it did to fragment and cause more damage, I chose to use X to reduce the target's armor damage resistance
Ah, so you basicaly nerfed the "live" ammo? Good on you!
I wasn't using your definition for the ammo, but the JHP ammo was overpowered because of how the X value from the ammo was applied in the original formula. Yes my mod did "nerf" JHP ammo, but my mod also gave purpose to AP ammo because of my change.
4- The ammo divisor (Y) to me seemed again out of place, so again I compared all the ammo in the game
--- it semed that AP ammo was the one (for the most part) which had a Y value greater than 1
--- so knowing AP, was designed to penetrate armor but not fragment, I chose to use Y to reduce the target's armor damage threshold
So you basically buffed the "dummy" bullets? Good on you!
I don't understand your need to over-simplify and impose your own assumptions, the original damage formula caused AP ammo to be useless. Your label of "dummy" bullets makes no sense for the game.
5- The combat difficulty setting (CD) felt wrong to apply like CM, if Easy or Hard were selected
--- so I looked at treating it as a decrease or increase to the target's armor damage resistence value, -20 for Easy and +20 for Hard
--- I tested a similiar decrease or increase to the target's armor damage threshold, and it had no meaningful affect
So you decided that you didn't like how Fallout 2 difficulty button works, so you made it work only unless you have the end game gear which was allready designed to make you so powerful they had to make cirts bypass armor just to get around it? Good on you!
All the changes in my mod affect ALL npc/critters and the player, you may not have understood that, and it seems you didn't take the time to understand the original formula or my mod.
Some consequences and realizations to my approach:
1- Some ammo which has X greater than 1 and Y greater than 1, gets both advantages (currently only 2mm EC and 4.7mm caseless)
You mean the ammo for the end game stuff which uses the skill you're intended to be using all game long as it affects most of the guns you were ment to be used? The ones with strictly superior stats to anything else which was put as rewrds for long quests or otherwise on guards to ensure they kill you dead if you ever fight them? The stuff that was made powerful enugh to ensure combat doesn't get in the way of completing the game? The default "boring invincible apex weapons" stuff with no dummy bullets as it was designed to be the only thing to inconvinience you after you get the game selling armor and was ment to be used against guys in the game selling end game armor? XD
Let's see, again more assumptions that my mod somehow brings drastic balance issues along with you imposing your own assumptions again. How about you try playing with my mod on; without any changes to any weapons/ammo/armor, and tell me from first hand experience if the game feels better or worse. Have you even looked at the tool I provided to compare original calculation values against the new ones?
--- the 9mm ammo is bugged, it was not intended to be AP ammo (X=1 and Y=2), it should have been JHP ammo (X=2 and Y=1)
Exept it's rare and inconcequential an AP ammo isn't supposed to work anyway?
So your assumption is because its rare it not broken?
--- the HN AP needler cartridge ammo is bugged, it was not intended to be JHP ammo (X=2 and Y=1), it should have been AP ammo (X=1 and Y=2)
Exept it's rare and usable by an NPC, so they made it live ammo?
Again you impose your own assumption around ammo types and assume because its rare it's not broken.
--- the Cell ammo (both kinds) is bugged, it does nothing to modify the target's armor values, it should have been like JHP ammo in values (X=2 and Y=1)
Except it's in every easter egg random encounter / secret location which makes guns that use it never run out, and the guns that use it were never really ment to be used anyway?
If you use the calculation tool I provided then you should be able to figure out why I did what I did. Other than that it's obvious you didn't take the time to try and understand the decision I made and would rather just impose your own assumptions.
--- other ammo that might be considered bugged following the same case as Cell ammo are: .45 Caliber, 9mm ball, 12 gauge shotgun shells, HN Needler cartridge
Who knows, but if the change would make the Grese Gun les silly good, I support it. 9mm ball is inconcequential, needler who knows, and the shotgun shells are probably ment to be default boring ammo anyway.
At this point you should have had some understanding of what I was getting at - if not then I'm not sure how I can help you understand.
4- All weapons that use an ammo with X and Y values of 1 and an ammoDRM of 0 have no advantage whatsoever against the target's armor damage threshold and damage resistance (in the original calculation and mine)
--- this is why Laser weapons don't do much damage, its not the weapon, it's the ammo and the fact that most armor in the game have high laser damage resistance
It's probably because they hand it out like cakes, and to prevent people from rushing out to get it early and laying waste to the early game with lasers. I think they weren't ment to be used by you at all, they were just ment to be a plot device. And they allready made big guns the default "silly dangerous enemy weapon" which actually could be used by the player, so lasers kinda didn't have a place. Too many weapon types.
It seems you cannot accept that there were issues/bugs with much. You can see plainly how ammo affected laser's performace with my calculation tool and that even my change to the damage formula alone could not help. But add the modified ammo to my modified damage formula and lasers improve greatly.
5- I may be close to what the original devs had intended
--- ammo was always meant to affect how the target's armor reacted to a hit, not how it might increase the min.-max. of a weapon's damage potential
Eh, the guy who originaly picked weapon and ammo types was a gun nut, and the wole game is an incomprensible jumble of items which have letters and numbers instead of names to someone who isn't one. Heck, learning to mod Fallout 2 would be easier to a vast majority of people if ammo was called "blue bullets", "red bullers", "yellow bullets in black case", "the first pistol", "the first SMG", "the first shotgun". I'm willing to bet an executive somewhere at one point straight up said "People, we're making a game, not a balistics simulator. Make all this crap about 5X simpler. Keep the graphics and labels as is, people aren't gonna look at them anyway. Make sure they don't have to.", and then most of the stuff wich "doesn't make sense" was aplied. So now you know if a gun does adequate damage by shooting it at someone, and if you're not happy, you equip a different gun. If you design a game to have a working AP system, you'd notice it's not working. It's pretty much impossible that something like this would slip one someone who was crazy enough to come up with it.
Having said that, I'm no purist, as long as a weapon/ammo modification doesn't mess anything up I don't mind trying it out (as long as it's compatible with my ussual stuff). However, the likelyhood of messing with it NOT affecting anything, whatever you do, is rather low. And the game was made to be incredibly simple, with combat as more of an aftertought than something which was ment to have serious development, otherwise the random encounters would've been made to work completely differently, and so would the NPC's etc. etc.
I not sure I agree with your view on how the weapons and ammo were implemented, variety is need to make combat feel more interesting/challenging.
I personally think they were not aware of how broken the formula was. I think they may have been primarily testing combat with melee and guns using JHP ammo, and thus simply missed how other ammo may not have been treated right or the testers may not have been able to describe the problem correctly, thinking that when using a gun with AP ammo performed poorly that there may have been something wrong with the weapon.
I urge you to try my mod and compare against the original. When you use my mod, you should use the script that modifies ammo values as well.
6- Ammo values are the biggest factor in whether a weapon is good or not, second is the weapon's min.-max.
7- Ammo, weapons, and armor values need tweaking; to my previous point, ammo more so than anything else
Well, technically, the biggest factor is the AP cost, most everything else is smoke, mirrors, flavor and leftovers of a gun nut's megalomania. Oh, and burst range. But if someone's looking to change that, then yes, apart from the AP cost, the biggest impact on a guns performance should work like you say.
And finally - if you do anything at all to any weapon ammo or anything related to combat at all, ever, if you don't go around all the maps and adjust the loot distribution, and then around all the encounters with adjustment to the concequences of buffs/nerfs to both the CO + NPC capabilities and the enemy capabilities, the thing isn't likely to make a situation better. Different, deffinitely, better only possibly. And if the approach to the change you want to apply involves any of the following phrases "I don't agree with this", "This doesn't make sense" anything of that sort, and you're approaching the problem from the perspective where you want to make combat anything more than a zoning tool / bit of flavour, you've probably strayed from the original design.
You are right that my mod does not ensure game balance, and it was never meant to. It was meant to fix/improve something that is broken in the eyes of many, and was to hopefully provide a foundation for addressing balance, such as you have been trying to do with game progression lujo.