How Is Damage Calculated?
#1
Posted 02 February 2014 - 10:05 PM
I've noticed by going through my stats that my average a.c.5 damage per registered hit is 5.16... A.c.5s do 5 damage per shot when inside of its optimal range. I know for certain that I stretch that range to 800m on occasion so there is some damage lost due to being outside the optimal range.
For ac5s, of 13,134 registered hits, my damage is 67,768. So my question is, does the damage dealt also take into consideration ammo explosions, or are the stats incorrect?
This seems to be the same with my ac10 dmg as its average is 10.15.
#2
Posted 02 February 2014 - 10:20 PM
Damage falls off after the listed range on your weapon (except missiles, they just explode.) This means that it falls on a curve based on weapon type, so that you do zero damage at its "max" range.
Smurfy's Wonderful Website of Wicked and Awesome has the stats for you - they are completely accurate, pulled from the game's own files.
Hitscan weapons, such as lasers and machine guns, have a beam duration which spreads the damage out in "ticks." Thus, it is possible to do only 2.5 damage point-blank with a medium laser if you only held it on target for half the beam.
Finally, critical hits serve to increase your damage as well. Any time you deal internal structure damage to an enemy, you have a chance to roll a critical hit - depending on the roll, you will have no critical hit, or inflict the penetrating weapon's base damage to 1, 2, or 3, pieces of equipment (such as ammo, weapons, or heat sinks.) You will also inflict an extra 15% of your weapon's base damage to the internal structure for each critical - even if there is no applicable equipment in the location to hit (Endo Steel and Ferro-Fibrous cannot be critically hit.)
Oh, I almost forgot. I'm not sure if testing has confirmed it, but damage done does seem to include ammunition explosions in my anecdotal experience. If I'm correct, and I may not be, the game might include the explosion damage under the weapon used to detonate it - it could make a certain sense that way, but I really don't know for sure.
Does this answer what you wanted to know?
Edited by Void Angel, 02 February 2014 - 10:28 PM.
#3
Posted 02 February 2014 - 10:24 PM
Then there's component damage to targets without armor (damage to equipment) which may or may not be counted. Most likely not. That's anywhere from 1 to 3 times "5" damage.
Then finally there's 15% bonus damage, which takes what was done to the components inside and adds that 15% to the 5 damage. So say your component damage dealt was "5" then you'd do 5 + (15% of 5 = 0.75) = 5.75 damage to the structure (skeleton). If it was an ultra rare '3 times' damage shot to components, then you'd deal 5 + (15% of 15 = 2.25) = 7.25 damage to the structure.
Also, remember that "average" is exactly that, average.
There's also a loss of damage dealt when you 'kill' an enemy they stop taking damage. So say it takes 3 damage to kill an enemy, but you shot it with three Gauss Rifles. Even if it does 45 damage, you only needed 3 to make the kill.
Plus the other factors mentioned by Void.
#4
Posted 02 February 2014 - 10:28 PM
#5
Posted 02 February 2014 - 10:31 PM
#6
Posted 02 February 2014 - 10:35 PM
#7
Posted 02 February 2014 - 10:39 PM
Void Angel, on 02 February 2014 - 10:20 PM, said:
Damage falls off after the listed range on your weapon (except missiles, they just explode.) This means that it falls on a curve based on weapon type, so that you do zero damage at its "max" range.
Smurfy's Wonderful Website of Wicked and Awesome has the stats for you - they are completely accurate, pulled from the game's
Some time ago i did the graphical evaluation of those numbers:
EDIT: corrected values for MG and AC5 (7th of Feb, 2014)
all data: http://mwo.smurfy-net.de/, PATCH #8 (2014-01-07)
Al Bert
Edited by Al Bert, 07 February 2014 - 12:25 AM.
#8
Posted 02 February 2014 - 10:55 PM
#9
Posted 03 February 2014 - 12:39 AM
#10
Posted 03 February 2014 - 12:53 AM
#11
Posted 03 February 2014 - 03:32 AM
Void Angel, on 03 February 2014 - 12:39 AM, said:
My bad - the range did not change though; my mistake is that all other ballistic have max range = 3 x range as value, but the MG Only has 2 x.
Modo44, on 03 February 2014 - 12:53 AM, said:
#12
Posted 03 February 2014 - 03:51 AM
#13
Posted 03 February 2014 - 08:25 AM
#14
Posted 03 February 2014 - 10:05 AM
Koniving, on 03 February 2014 - 08:25 AM, said:
Even if - despite the spread - all 10 bullets would hit me at 1500 m, the total damage would equal 1 ... Just trying to imagine all those marbles rolling in front of me *mad chuckle*
#15
Posted 03 February 2014 - 10:14 AM
Al Bert, on 03 February 2014 - 10:05 AM, said:
Oh I know, but visually it looks awesome to see all the mini explosions when you fire LB-10x's at long range. It'd be great for cinematic vids.
#16
Posted 03 February 2014 - 01:53 PM
#17
Posted 03 February 2014 - 01:56 PM
Al Bert, on 03 February 2014 - 03:32 AM, said:
Heh, actually, the AC/5 has anomalous values as well. I'm not sure why, except as a possible way to differentiate it from its close equivalent, the UAC/5. It's counter-intuitive, because the UAC's velocity used to be greater, but the AC/5's effective range is slightly longer - but with a shorter max range.
Edited by Void Angel, 03 February 2014 - 02:00 PM.
#18
Posted 03 February 2014 - 10:58 PM
Void Angel, on 03 February 2014 - 01:56 PM, said:
Good catch, i just look up at smurfy that the AC5 has now 620 range and 1700 max range? Dont know when the changed that, but i can update the graph today. Again, i did this beginning of January and did not think of frequent changes here
#19
Posted 04 February 2014 - 03:24 AM
#20
Posted 07 February 2014 - 12:25 AM
Edited by Al Bert, 07 February 2014 - 12:42 AM.
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