FoT partial Damage Formula

Phez

First time out of the vault
After scouring the net and not finding anything satisfactory, I decided to reverse engineer the FoT damage formula.

Currently it's accurate for 'Straight' weapons as long as rounding doesn't kick in.

Shotguns aren't quite right. I imagine the 'Cone' weapons all share the same problem where range plays a part.

I didn't even bother trying to figure out burst - I assume it rolls accuracy for each projectile and applies this formula for each hit.

Dmg = Original weapon damage (from weapon range)
aDM = ammo Damage Modifier
aPen= ammo Armor Penetration

DR = Damage Resistance %
DT = Damage Threshold %

aMod = ammo armor modifier, a percentage that increases / decreases armor effectiveness.

aMod = 1 - aPen/100

Total = trunc( trunc(Dmg * (1 + aDM/100)) - truc(DT * aMod) ) * (1 - DR * aMod)

Ex: Uzi with 9mm AP (-25%, 50%) hits Enviro2 (6, 45) with 10 dmg

aMod = 1 - 50/100 = 0.5
( 10 * (1 - 25/100 ) - 6 * 0.5 ) * (1 - .45 * 0.5)
( 10 * 0.75 - 3 ) * ( 1 - .225 )
( 7 - 3 ) * ( .775 )

3 damage

Edit: Thanks to Cubik for pointing out where truncation occurs.
 
You'd be surprised just how poorly I read polish.

either way it's awesome to have something I can check guesses against, even if I can't just read it...


..

Google translate to the rescue.
 
Here it is :)

https://ammo-mod.fmcx.pl/strony/04.htm

in Polish of course, use Google translator or DeepL

Thank you so much! It is perfect timing aswell as I was working on damage implementation :) I was working off of the fo2238 codebase but that was adapted from F2 and I would want to get it as close as possible to the original. For example I didn't know that penetration also impacted DT of the armor.

Thanks again!
 
Back
Top