Fallout 2 mod F2: damage calculation change, a FIX v5

Great, thank you for that NovaRain.

Ok, but this mod definitely needs modifications to the ammo to work correctly, are you saying that turning the gloves mod on still does not activate its own ammo mod, and I would need to download and install this zip file?

Pardon if my question is redundant, I just want to make sure.
 
Ok, but this mod definitely needs modifications to the ammo to work correctly, are you saying that turning the gloves mod on still does not activate its own ammo mod, and I would need to download and install this zip file?
Setting DamageFormula in ddraw.ini activates the formula change, but without the script/ini some ammo in their vanilla ammo values will be less effective against armors. You can use the included HTML calculator and change "Modified Ammo Values" to compare the damage values.
 
NovaRain (or anyone else who might know), where can I get a copy of the source code of the glovz mod? I'd like to study it. I'd like to learn how to write a script for modifying the combat formula, but the learning curve is too steep for me and I cant find enough documentation on the forums to figure it out, or don't fully understand them. having that source code will allow me to learn the arguments and call functions and return functions. It would help me greatly. Is it available?

Thanks in advance.
 
wow, thanks!

The second link that you posted seems to be the original combat formula written out completely. I guess in C++, is it?

Can that be modified and then compiled and used as a script file?
 
Well I guess I'm late for the party, to say the least. But after studying the damage calculation code (thanks to a rewrite in more readable C++ by some fine people here) and the damage tables, I come to the conclusions:

- In original game, AP ammo was basically useless, it was almost always worse, but usually cost more
- Glovz "fixed" that, but now the issue is somewhat reverse. Non-AP ammo (JHP) has become useless. Due to the quirky nature of the formula and how ammo values are configured, JHP ammo only has negligible advantage over the AP for unarmed targets. But overall, AP is just a "better, more expensive" ammo. As result, you just always use AP for best overall result.
- .223 Pistol has become even more overpowered, due to significant damage bonus against unarmored targets, and potentially even more damage against armor (on top of the Weapon Penetrate perk, which reduces target's DT by 80%).
- .44 JHP ammo is meaningless, since now it deals the same damage against unarmored enemies, less against armored, but costs the same.
- Weapons deal more damage than player expects, due to bonus damage against unarmored target, which is almost impossible to read just based on in-game numbers, without studying how the formula works, or memorizing these bonuses for every ammo type. This makes it less intuitive to choose the best weapon in the game.
 
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Just a small bump to say I've updated the first post of both Glovz's formula and YAAM threads, because the original links and files are all dead.

Also, since the original "Dmg Mod: X/Y" meaning does not apply to Glovz's formula anymore (i.e. 2/1 is not "200% damage"), I'm thinking to change that line for ammo attributes in proto.msg (message number 512). Here are 4 format variants from my proposal:
amdisp.png

Code:
DR/DT Div: %d/%d
DR Div: %d, DT Div: %d (might be too long for different languages)
Div: DR/%d, DT/%d
DR 1/%d, DT 1/%d
Which one do you guys think is better?

EDIT: OK, Glovz picked the 3rd one.
 
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Well I guess I'm late for the party, to say the least. But after studying the damage calculation code (thanks to a rewrite in more readable C++ by some fine people here) and the damage tables, I come to the conclusions:

- In original game, AP ammo was basically useless, it was almost always worse, but usually cost more
- Glovz "fixed" that, but now the issue is somewhat reverse. Non-AP ammo (JHP) has become useless. Due to the quirky nature of the formula and how ammo values are configured, JHP ammo only has negligible advantage over the AP for unarmed targets. But overall, AP is just a "better, more expensive" ammo. As result, you just always use AP for best overall result.
- .223 Pistol has become even more overpowered, due to significant damage bonus against unarmored targets, and potentially even more damage against armor (on top of the Weapon Penetrate perk, which reduces target's DT by 80%).
- .44 JHP ammo is meaningless, since now it deals the same damage against unarmored enemies, less against armored, but costs the same.
- Weapons deal more damage than player expects, due to bonus damage against unarmored target, which is almost impossible to read just based on in-game numbers, without studying how the formula works, or memorizing these bonuses for every ammo type. This makes it less intuitive to choose the best weapon in the game.

Hi phobos2077

I assume that your comments are based on and referring to the newly updated v5, right?

Thanks
 
I assume that your comments are based on and referring to the newly updated v5, right?
I'm not sure what you mean by newly updated? There was some kind of fix version by Glovz many years ago, but it only changes some minor aspects of calculation. Doesn't fix the overall situation as I described AFAIK. Both are still available in sfall.
 
I'm not sure what you mean by newly updated? There was some kind of fix version by Glovz many years ago, but it only changes some minor aspects of calculation. Doesn't fix the overall situation as I described AFAIK. Both are still available in sfall.

Oh by "newly updated" I mean I noticed that the v5 is somehow very recent, like from late 2022? At least that is what I believed. I remember the title of this thread was still v3 until very recently, that's why I believed v5 was a "new" release / update.

I never really try out Glovz's formula before, so I just wonder if your comment is based on your own experience from game playing with Glovz's v5.
 
Still not clear how with this formula 10mm JHP is any better? It delivers the same damage against light armor but falls much faster.
 
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