I've added a way to quickly compare updates to the ItemStats.xml file, which determines the stats of each weapon. In this most recent change, we can see a few things that weren't mentioned in the patch notes. The Artemis missiles got a tighter grouping, crit seeking weapons used to have a bonus 30% chance to get 3 critical hits, and the LB-10X hadn't had the typo fixed to get the bonus critical hit damage fixed.
ItemStats.xml Feb 19 - Mar 5th Changes
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Itemstats.xml March 5Th Changes
Started by Seth, Mar 06 2013 11:29 AM
3 replies to this topic
#1
Posted 06 March 2013 - 11:29 AM
#2
Posted 07 March 2013 - 02:47 PM
There's a little more than just that.
If you read the LRM section, the ammo is set to 1.8, for the purposes of ammo explosions. This is consistent with the current damage that LRMs do. It used to be working independently, where the ammo explosion did the older "1.6" value.
Also, mg ammo used to explode @ twice the normal damage value... now it is set to the normal mg damage value.
If you read the LRM section, the ammo is set to 1.8, for the purposes of ammo explosions. This is consistent with the current damage that LRMs do. It used to be working independently, where the ammo explosion did the older "1.6" value.
Also, mg ammo used to explode @ twice the normal damage value... now it is set to the normal mg damage value.
Edited by Deathlike, 07 March 2013 - 02:48 PM.
#3
Posted 08 March 2013 - 01:32 AM
Deathlike, on 07 March 2013 - 02:47 PM, said:
There's a little more than just that.
If you read the LRM section, the ammo is set to 1.8, for the purposes of ammo explosions. This is consistent with the current damage that LRMs do. It used to be working independently, where the ammo explosion did the older "1.6" value.
Also, mg ammo used to explode @ twice the normal damage value... now it is set to the normal mg damage value.
If you read the LRM section, the ammo is set to 1.8, for the purposes of ammo explosions. This is consistent with the current damage that LRMs do. It used to be working independently, where the ammo explosion did the older "1.6" value.
Also, mg ammo used to explode @ twice the normal damage value... now it is set to the normal mg damage value.
I am proud to admit that it was I who's been sending tickets about it since closed beta :-)
But the more I think about it... maybe the MG ammo exploded at the right damage value, but the machineguns were doing half the intended damage ...
Edited by Kmieciu, 08 March 2013 - 01:34 AM.
#4
Posted 08 March 2013 - 07:25 AM
Just from the #s alone, I think damage dealt works is really that different from ammo explosions... see the Gauss Rifle vs Gauss Ammo as the prime example for this.
On the other hand... MGs need a buff... so even double what it normally does is an actual improvement.
On the other hand... MGs need a buff... so even double what it normally does is an actual improvement.
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