Jump to content

- - - - -

How Is Damage Calculated?


23 replies to this topic

#1 Basskicker

    Member

  • PipPipPipPipPipPip
  • 305 posts
  • LocationNashville, Tennessee

Posted 02 February 2014 - 10:05 PM

As the title states, I'm wondering how certain damage is calculated by the game?

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 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,140 posts
  • LocationParanoiaville

Posted 02 February 2014 - 10:20 PM

There's a few things to how damage is calculated: range, and critical hits.

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 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 02 February 2014 - 10:24 PM

There's standard damage against armor. That's just 5 per shot.

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 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,140 posts
  • LocationParanoiaville

Posted 02 February 2014 - 10:28 PM

Edit: hit post too soon. =)

#5 Basskicker

    Member

  • PipPipPipPipPipPip
  • 305 posts
  • LocationNashville, Tennessee

Posted 02 February 2014 - 10:31 PM

That makes sense. I knew about component criticals, but for some lapse of memory I didn't make the connection between that and damage -_- .

#6 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,140 posts
  • LocationParanoiaville

Posted 02 February 2014 - 10:35 PM

They changed that a while back - so when you learned about crits, the 15% might not have been in the game yet. Or you may have simply remembered the original information and not dredged up the 15% rule; memory association can be tricky like that.

#7 Al Bert

    Member

  • PipPipPipPipPipPip
  • 247 posts
  • LocationGermany

Posted 02 February 2014 - 10:39 PM

View PostVoid 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)

Posted Image

Posted Image

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 Basskicker

    Member

  • PipPipPipPipPipPip
  • 305 posts
  • LocationNashville, Tennessee

Posted 02 February 2014 - 10:55 PM

Thanks for the quick responses. I absolutely love those graphs. I hope more people see them because some players insist on shooting their weapons well past or close to their max range, and when I see this I do a quick mental facepalm then continue stomping my mech into better position. Occasionally I will fire off some weapons close to max range, but that's usually to give that guy on the ridge on alpine a little pause.

#9 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,140 posts
  • LocationParanoiaville

Posted 03 February 2014 - 12:39 AM

The MG's ranges have changed since that patch, but it's neat to see the chart.

#10 Modo44

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • 3,559 posts

Posted 03 February 2014 - 12:53 AM

Only one more day until the new UI, which will show these graphs every time you hover over a weapon.

#11 Al Bert

    Member

  • PipPipPipPipPipPip
  • 247 posts
  • LocationGermany

Posted 03 February 2014 - 03:32 AM

View PostVoid Angel, on 03 February 2014 - 12:39 AM, said:

The MG's ranges have changed since that patch, but it's neat to see the chart.

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.

View PostModo44, on 03 February 2014 - 12:53 AM, said:

Only one more day until the new UI, which will show these graphs every time you hover over a weapon.
i still like to see all in one chart. My main reason to assemble the chart is to properly see what distance i should focus on once i am in a match.

#12 Bhelogan

    Member

  • PipPipPipPipPipPip
  • The Boombox
  • The Boombox
  • 328 posts
  • LocationGeorgia

Posted 03 February 2014 - 03:51 AM

Interesting read. Never considered comparing which weapon to take by the average damage I actually do with it. AC2/5/10 UAC10 and Gauss all do more than their stated damage, which might come in handy when deciding if to take say LBX10 vs AC10.

#13 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 03 February 2014 - 08:25 AM

I found this interesting. The LB-10x does damage at a longer range than the AC/10. At least according to the graph. I might have to try that. Find 12 enemies in a cluster. SHOTGUN SNIPER RIFLE! O_O!

#14 Al Bert

    Member

  • PipPipPipPipPipPip
  • 247 posts
  • LocationGermany

Posted 03 February 2014 - 10:05 AM

View PostKoniving, on 03 February 2014 - 08:25 AM, said:

I found this interesting. The LB-10x does damage at a longer range than the AC/10. At least according to the graph. I might have to try that. Find 12 enemies in a cluster. SHOTGUN SNIPER RIFLE! O_O!


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 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 03 February 2014 - 10:14 AM

View PostAl Bert, on 03 February 2014 - 10:05 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*


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 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,140 posts
  • LocationParanoiaville

Posted 03 February 2014 - 01:53 PM

It also makes the LB-10X a reasonable harassing weapon if you have the ammo to spare. Its damage at range isn't as useful as a punch weapon, but it still softens enemies, and is much easier to use since its max damage range, projectile speed, and the distance before ballistic drop are so much greater.

#17 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,140 posts
  • LocationParanoiaville

Posted 03 February 2014 - 01:56 PM

View PostAl Bert, on 03 February 2014 - 03:32 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.

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 Al Bert

    Member

  • PipPipPipPipPipPip
  • 247 posts
  • LocationGermany

Posted 03 February 2014 - 10:58 PM

View PostVoid Angel, on 03 February 2014 - 01:56 PM, 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.


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 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,140 posts
  • LocationParanoiaville

Posted 04 February 2014 - 03:24 AM

I honestly don't remember how long it's been like that - I noticed it a while back while I was going over weapon stats.

#20 Al Bert

    Member

  • PipPipPipPipPipPip
  • 247 posts
  • LocationGermany

Posted 07 February 2014 - 12:25 AM

updated the ballistic graph ... sorry took a bit longer then thought - first had to understand imageshack now wants money :)

Edited by Al Bert, 07 February 2014 - 12:42 AM.






3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users