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How Is Damage Calculated?


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#21 Malpherian

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Posted 12 September 2016 - 01:20 AM

Also Remember that Damage is RNG based. Even within your optimal your AC 5 (for example) will actually do 1-5 damage, Not 5. My Unit has tested this thoroughly, with both inner sphere mechs and clan mechs.

You can stand point blank range and fire AC20's into someone and them only do 5 damage each for example. Or fire 6 Medium pulses (48 damage alpha) and only do 6 damage. It's an RNG dice roll every time you hit someone between 1 and your weapons max damage, though the dice will always roll higher within your optimal, then at max range.

I have personaly at point blank range shot people with 6 alphas in the chest (each alpha doing 100 damage), then died to see the Damage count, that should read 600 damage, but it doesn't it'll read anywhere from 129 to 460 give or take.

This is why it is so difficult to kill people sometimes, even if you are skilled if your RNG god is not favorable you'll suck and die, because their RNG hits were better.

These tests were preformed in controlled environments to ensure accuracy of data. (IE private lobbies with real people)


Personally this RNG ******** infuriates me. And PGI needs to change it and ensure the weapons hit for the damage they are supposed to.

If you hit a medium mech center torso with a 100 point Alpha it should die, period. No medium has that much armor or internal structure to withstand that. Yet you can hit one center torso with 3-5 of those, and it still not die. = RNG Damage.

Edited by Malpherian, 12 September 2016 - 01:28 AM.


#22 Koniving

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Posted 12 September 2016 - 03:48 AM

Okay, last I knew the search function is down... this thread's like 2 years old. That took a lot of work to dig it up, so kudos and the added information is useful.

But "Why?"

Actually..
I took "RNG" as Ranged based, which it is.

RNG as in random number generator, it is not.

That would be someone suffering from horrible hit detection due to any number of network related issues.

Edited by Koniving, 12 September 2016 - 03:49 AM.


#23 Koniving

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Posted 12 September 2016 - 03:55 AM

View PostMalpherian, on 12 September 2016 - 01:20 AM, said:

Also Remember that Damage is RNG based. Even within your optimal your AC 5 (for example) will actually do 1-5 damage, Not 5. My Unit has tested this thoroughly, with both inner sphere mechs and clan mechs.

You can stand point blank range and fire AC20's into someone and them only do 5 damage each for example. Or fire 6 Medium pulses (48 damage alpha) and only do 6 damage. It's an RNG dice roll every time you hit someone between 1 and your weapons max damage, though the dice will always roll higher within your optimal, then at max range.

I have personaly at point blank range shot people with 6 alphas in the chest (each alpha doing 100 damage), then died to see the Damage count, that should read 600 damage, but it doesn't it'll read anywhere from 129 to 460 give or take.

This is why it is so difficult to kill people sometimes, even if you are skilled if your RNG god is not favorable you'll suck and die, because their RNG hits were better.

These tests were preformed in controlled environments to ensure accuracy of data. (IE private lobbies with real people)


Personally this RNG ******** infuriates me. And PGI needs to change it and ensure the weapons hit for the damage they are supposed to.

If you hit a medium mech center torso with a 100 point Alpha it should die, period. No medium has that much armor or internal structure to withstand that. Yet you can hit one center torso with 3-5 of those, and it still not die. = RNG Damage.


I'm assuming you're using a Clan mech, based on the Ghost Bear symbol.

The AC / UAC 20 that the Clans use does 5 damage per bullet and shoots 4 bullets (20 damage).
I'm not sure what tests your 'clan' has done, however there's a number of factors here. One of them is consistently hitting a single body part on a moving target. You spread damage.... obviously you've spread damage.

Make certain you are playing on local servers.
Different weapons work better for different targets.

However it is important to note:
Some mechs have armor bonuses (or used to; they're all structure bonuses now). Many mechs have structure bonuses, making them tank more. There's also critical hits which do bonus damage to structure by way of 15% of the critical is added to the structure damage delivered.

However an IS AC flat out does 2, 5, 10 or 20 damage and that is it. The only time this diminishes is if the limb is destroyed with damage left over, then 60% of that left over damage is deleted before it spreads to the next body part. This is why it is important to continuously hit the same body part until it is destroyed.


Laser: 9 damage. Twin AC/10s: together 20 damage.
Quite consistent.

Edited by Koniving, 12 September 2016 - 03:57 AM.


#24 Koniving

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Posted 12 September 2016 - 04:10 AM

View PostMalpherian, on 12 September 2016 - 01:20 AM, said:

Personally this RNG ******** infuriates me. And PGI needs to change it and ensure the weapons hit for the damage they are supposed to.

If you hit a medium mech center torso with a 100 point Alpha it should die, period. No medium has that much armor or internal structure to withstand that. Yet you can hit one center torso with 3-5 of those, and it still not die. = RNG Damage.


To expand a little bit...
You need 100% of your attack to hit the enemy in the center torso.
If it spreads, it didn't hit 100%.
Second...
Currently a Crab has a maximum possible front CT armor of 64.. 62 is the unspoken the meta standard with 2 armor on the rear, then it has 32 structure + quirked structure of 16 = 110 health on the CT alone, not to mention the thin nature of the CT makes it easy for the damage to spread; that's on a 50 ton medium.

Only a couple of months ago, the Blackjack had a possible front CT armor of 56, with 54 being the unspoken meta standard, then it had 28 structure + quirked 28 structure for a grand total of.... 110 health on the CT alone for a 45 ton mech.

A specific Shadowhawk has 72 maximum possible front CT armor, the unspoken meta standard is 64 (so we'll use that), then it has 36 structure + 16 quirked structure for a possible CT front health of: 116.

In fact most examples depict mediums as having around a minimum of 102 CT health with a single example having a maximum of 124 CT health. Therefore a medium should not be expected to die even with a perfect 100% hit to the CT.

This said....
This problem does exist if you as a player are dumb enough to rely entirely on alpha strikes in a Cry Engine game:

The problem is spoken at the very beginning: There is a limit to how many different hits the Game Engine can register at a single 1/100th of a second. If you're relying on alpha strikes instead of individual hits, this explains your problem.

Edited by Koniving, 12 September 2016 - 04:11 AM.






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