Tweaked calculation:Omegawolf said:Timeslip said:As a slight addition to that, I have included that fix: It was in 1.29b. You can swap out the old dll with the new one if you really want to use the damage tweak.Lord Danath said:Edit: Sorry, I missed Glovz post before
When you talk about a damage tweak, you're not talking about the AP mod, are you? What exactly is this damage tweak?
1- determine damage resisted by armor, cannot be less than 0% and cannot be greater than 100%
2- reduce the damage value by the percent in step 1
3- reduce the damage value by the damage threshold of the armor being hit
4- reduce or increase the damage value by a percentage depending on the game difficulty setting (this is for hits on the player NOT for hits an npc is taking from the player)
5- multiple and divide the damage value by the ammo modifiers
6- reduce target hit points by damage value
Original engine damage formula was something like this (never understood it precisely):
1- multiple and divide the damage value by the ammo modifiers
2- reduce or increase the damage value by a percentage depending on the game difficulty setting (this is for hits on the player NOT for hits an npc is taking from the player)
3- reduce the damage value by the damage threshold of the armor being hit
4- determine damage resisted by armor
5- reduce or potentially increase the damage value by the percent resisted by the armor
6- reduce target hit points by damage value
In the original formula it seemed that step 4 could cause the armor to resist damage greater than 100% at times (not so bad), but also to resist damage less than 0%. When it was the case where armor resisted damage less than 0% it would increase the damage value over whatever was expected by the modifiers in the ammo being used.
I know this is all confusing, it took me a while to figure it all out.