FPRP 1.2/FRWP 1.6 - Damage too random.

Cyane

First time out of the vault
What is really bothering me is how random damage currently is. I've watched Marcus do ZERO damage, 5-10 turns in a row with a Minigun at point blank range to an unarmored, humanoid target - then all of a sudden do 600 HP of dmg to the same target he scored 0 dmg to for the past 10 turns. I've been wasted by some guys who have stood there, using about 10-20 rounds of the Flamer (for example) causing ZERO damage every single time, then all of a sudden, I get hit by the exact same enemy/weapon and I'm wasted by 100-200 hitpoints when the enemy just spent like 5-10 turns causing ZERO damage on me.

I don't know if it's a bug, but it's a bit unrealistic at times.

Cyane
 
Cyane said:
What is really bothering me is how random damage currently is. I've watched Marcus do ZERO damage, 5-10 turns in a row with a Minigun at point blank range to an unarmored, humanoid target - then all of a sudden do 600 HP of dmg to the same target he scored 0 dmg to for the past 10 turns. I've been wasted by some guys who have stood there, using about 10-20 rounds of the Flamer (for example) causing ZERO damage every single time, then all of a sudden, I get hit by the exact same enemy/weapon and I'm wasted by 100-200 hitpoints when the enemy just spent like 5-10 turns causing ZERO damage on me.

I don't know if it's a bug, but it's a bit unrealistic at times.

Cyane
Though I remember talking to you about this, you do have the ap ammo mod disabled in the ddraw.ini file, yes? Besides that, I cannot comment further.
 
Did you mean this section?

;Choose the damage formula used to calculate combat damage
;0 - Fallout default
;1 - Glovz's AP ammo mod
;2 - Glovz's tweaked version of the original formula
DamageFormula=1

If so, that might explain my problem if it's set at 1 (and not 0). The installer said it's off by default, so I went on that assumption.

Cyane
 
Cyane said:
Did you mean this section?

;Choose the damage formula used to calculate combat damage
;0 - Fallout default
;1 - Glovz's AP ammo mod
;2 - Glovz's tweaked version of the original formula
DamageFormula=1

If so, that might explain my problem if it's set at 1 (and not 0). The installer said it's off by default, so I went on that assumption.

Cyane

I repeat what's stated twice in the F2WR readme and the first post in its thread: remember to set that setting there to 0 at all times if you plan to use F2WR.

On a side note, I've often experienced bursting with a Combat Shotgun against an unarmored target and doing exactly the same damage as a single shot would have, even with 95% chance to hit. At other times it works just peachy, doing about 40-50 damage.

I also tried making the Flamer fire two shots per burst instead of one, expecting a huge damage increase, but no. No difference. Imagine that... a dodgy function in Fallout 2.
 
Magnus said:
Cyane said:
Did you mean this section?

;Choose the damage formula used to calculate combat damage
;0 - Fallout default
;1 - Glovz's AP ammo mod
;2 - Glovz's tweaked version of the original formula
DamageFormula=1

If so, that might explain my problem if it's set at 1 (and not 0). The installer said it's off by default, so I went on that assumption.

Cyane

I repeat what's stated twice in the F2WR readme and the first post in its thread: remember to set that setting there to 0 at all times if you plan to use F2WR.

On a side note, I've often experienced bursting with a Combat Shotgun against an unarmored target and doing exactly the same damage as a single shot would have, even with 95% chance to hit. At other times it works just peachy, doing about 40-50 damage.

I also tried making the Flamer fire two shots per burst instead of one, expecting a huge damage increase, but no. No difference. Imagine that... a dodgy function in Fallout 2.

Haha yeah I hear you. I was playing just now and a bandit wearing leather armor and Assault Rifle toasted me, doing 174 damage while I was wearing Advanced Power Armor, lol =S.
 
Cyane said:
Magnus said:
Cyane said:
Did you mean this section?

;Choose the damage formula used to calculate combat damage
;0 - Fallout default
;1 - Glovz's AP ammo mod
;2 - Glovz's tweaked version of the original formula
DamageFormula=1

If so, that might explain my problem if it's set at 1 (and not 0). The installer said it's off by default, so I went on that assumption.

Cyane

I repeat what's stated twice in the F2WR readme and the first post in its thread: remember to set that setting there to 0 at all times if you plan to use F2WR.

On a side note, I've often experienced bursting with a Combat Shotgun against an unarmored target and doing exactly the same damage as a single shot would have, even with 95% chance to hit. At other times it works just peachy, doing about 40-50 damage.

I also tried making the Flamer fire two shots per burst instead of one, expecting a huge damage increase, but no. No difference. Imagine that... a dodgy function in Fallout 2.

Haha yeah I hear you. I was playing just now and a bandit wearing leather armor and Assault Rifle toasted me, doing 174 damage while I was wearing Advanced Power Armor, lol =S.

That must have been a critical, or you must have set the ammo mod to something else than 0... or I seriously have to bugtest the assault rifle! Everything works fine on my system, though I have been crushed by criticals like that.
 
Magnus said:
Cyane said:
Magnus said:
Cyane said:
Did you mean this section?

;Choose the damage formula used to calculate combat damage
;0 - Fallout default
;1 - Glovz's AP ammo mod
;2 - Glovz's tweaked version of the original formula
DamageFormula=1

If so, that might explain my problem if it's set at 1 (and not 0). The installer said it's off by default, so I went on that assumption.

Cyane

I repeat what's stated twice in the F2WR readme and the first post in its thread: remember to set that setting there to 0 at all times if you plan to use F2WR.

On a side note, I've often experienced bursting with a Combat Shotgun against an unarmored target and doing exactly the same damage as a single shot would have, even with 95% chance to hit. At other times it works just peachy, doing about 40-50 damage.

I also tried making the Flamer fire two shots per burst instead of one, expecting a huge damage increase, but no. No difference. Imagine that... a dodgy function in Fallout 2.

Haha yeah I hear you. I was playing just now and a bandit wearing leather armor and Assault Rifle toasted me, doing 174 damage while I was wearing Advanced Power Armor, lol =S.

That must have been a critical, or you must have set the ammo mod to something else than 0... or I seriously have to bugtest the assault rifle! Everything works fine on my system, though I have been crushed by criticals like that.

Yeah it was a critical, but even so doing that kind of damage to Advanced Power Armor with an Assault Rifle is insane! My jaw dropped in amazement. =P

Btw, for 1.7, overwritting 1.6 is fine?
 
Cyane said:
[
Yeah it was a critical, but even so doing that kind of damage to Advanced Power Armor with an Assault Rifle is insane! My jaw dropped in amazement. =P

That's not insane, that's Fallout!

Armor Piercing criticals FTL
 
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