My attempt to fix FO2 damage formula ("Vanilla+" Ammo Mod)

Your DamageMod of choice


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But I needed a better visualization tool for that. So I spent 2 days freshening up my JS skills and came up with this damage calculator tool. It really helped to confirm what I already saw in spreadsheet.

I wish to delve deeper in understanding of damage calculation of different mods out there and I find this tool super useful! Only problem is if I pick Yaam formula it shows a lot of 0 values for vanilla dataset and even with Ecco 0.9 dataset Yaam seem very odd.

Could you please make a fix for YAAM in this calculator?
 
I think damage mods have two same problems.

1) Guns which have a choice of ammo are mostly low level stuff. At low level enemies have bad armour (leather, metal at best) and it's quite natural that JHPs dominate low level combat. Most midgame and endgame guns don't have ammo choice. So if weak AP ammo is a problem, it's a minor one. From my point of view it's more a feature than a bug.

2) Vanilla game itself has sorta "damage mod". I mean Sniper perk (or Fast Shot build which incorporates it). With it 99% of targets have 1/5 DT 1/5 DR modifier. JHP ammo start to deal nasty damage and you can open up Enclave guys with 44 Mag or P90c easily. Last time I played Fo2 it took me less than 2 hours to get there (18-30 lvl). So, if we forget about weak AP ammo problem, the game in its vanilla state has quite radical and also quite reachable damage mod. People just don't use it. And when someone tries to boost JHP with a mod he repeats what game mechanics already has. Just get 24 lvl and JHP will be tearing armour apart.

I've played Vanilla and YAAM and most surprising thing was that YAAM is hardly distinguishable from vanilla. If you don't pay attention you'll never know. Before 24 lvl JHPs on soft targets work good, Bozar always works good. After 24 lvl Sniper perk effect overpowers damage mod by a big margin and all guns on 24+ are roughly the same Vanilla or YAAM doesn't matter.
 
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