#161
Posted 31 August 2013 - 01:53 PM
I've spent the past hour digging but I can't seem to find anything from the devs beyond a brief rundown on how Gauss Rifle explosions work. Are you sure damage transfers 100% from ammo explosions between internal components, or is it reduced by 50% each jump?
#162
Posted 04 September 2013 - 05:02 AM
Autoxidation, on 31 August 2013 - 01:53 PM, said:
I've spent the past hour digging but I can't seem to find anything from the devs beyond a brief rundown on how Gauss Rifle explosions work. Are you sure damage transfers 100% from ammo explosions between internal components, or is it reduced by 50% each jump?
When ammo gets destroyed (looses it's 10 hp), the explosion chance is said to be 10%. So if you have 2 tonnes of AC20 ammo and you loose the leg, there is a 1% chance they both blow up, 18% chance that one of them blows up, and 81% that there will be no explosion.
You can have 1-7 ammo left in the ammo bin, so the explosion force is equal to 20-140 internal damage. An Atlas has 42 internal HP in the side torso and 62 internal HP in the center torso. Here's the kicker: there is a 50% damage reduction each time a damage passes into another component.
So worst case scenario: the explosion happens when your leg looses all it's internal HP. 50% gets transferred to the side torso: 140*0.5= 70. Your side torso gets destroyed: 42-70 = -28 * 0.5 = 14 damage to the center torso will not destroy you. (As long as you don't carry ammo in the center torso)
As for the rare 1% case then both full ammo bins explode: 280*0.5 = 140 transferred to the side torso. 140-42 = 98*0.5 -> 49 transferred to the center torso.
49<62 so as long as your center torso was undamaged before the explosion, even a double explosion will not kill you.
And that's why everyone and their dog carries ammo in their legs.
Edited by Kmieciu, 04 September 2013 - 05:05 AM.
#163
Posted 04 September 2013 - 08:32 AM
Quote
or arms
#164
Posted 15 September 2013 - 03:07 PM
Also, ammo explosions deal full damage as they transfer. They do not suffer a 50% damage reduction.
#166
Posted 18 September 2013 - 10:02 AM
Selfish, on 15 September 2013 - 03:07 PM, said:
That could explain a few things. It's a deathblow when you're unlucky/lucky.
Also, has anyone tested damage transfer for Gauss in a Gauss explosion when the Gauss ammo is in the same section of the mech? I know Gauss ammo is supposed to deal 0 damage when destroyed, but I wonder what happens when it is "lit up" in an explosion with the Gauss Rifle.
Edited by Deathlike, 18 September 2013 - 10:03 AM.
#167
Posted 23 September 2013 - 07:35 AM
Kmieciu, on 17 September 2013 - 10:53 PM, said:
Have you tested it?
Autoxidation did a test. It was destroying his atlas with a single ton explosion from the leg.
Deathlike, on 18 September 2013 - 10:02 AM, said:
That could explain a few things. It's a deathblow when you're unlucky/lucky.
Also, has anyone tested damage transfer for Gauss in a Gauss explosion when the Gauss ammo is in the same section of the mech? I know Gauss ammo is supposed to deal 0 damage when destroyed, but I wonder what happens when it is "lit up" in an explosion with the Gauss Rifle.
Gauss ammo is just unavailable when it's destroyed. So you'll lose the ammo count.
#168
Posted 30 September 2013 - 09:03 AM
#169
Posted 12 October 2013 - 12:31 PM
#170
Posted 12 October 2013 - 01:03 PM
#171
Posted 12 October 2013 - 02:07 PM
Thomas Dziegielewski, on 08 October 2013 - 09:44 AM, said:
I think this crit stuff is from TT.
#172
Posted 15 October 2013 - 07:25 PM
In other words, if a target is struck by a crit in the arm, and there is nothing other than a single AC5 in it (taking up 4 crit slots) and the arm has a total of 10 crit slots, then it makes more sense to me that the crit has a 4 in 10 chance of actually critting something, or a 6 in 10 chance that the crit hit nothing but internal structure, perhaps eliminating those crit spaces, and thus making future crits more likely to hit the AC5, but otherwise doing nothing else unless the attacking projectile also does bonus damage to internals.
#173
Posted 16 October 2013 - 12:01 AM
In your example, if you struck a right arm with just an AC/5 in it. You would have a 100% chance for every crit that occurred to land on it. The only occupied crit slots are the 4 the AC/5 takes. It's 4/4 total occupied slots regardless of how many floating points are in the component (like endo or ferro). You have to occupy the other crit slots with physical items for them to be added to the crit table.
#174
Posted 18 October 2013 - 07:08 AM
#175
Posted 18 October 2013 - 11:55 AM
***** n stuff, on 18 October 2013 - 07:08 AM, said:
I know firsthand that when I arrived engines would do that, but never saw it for actuators. I'll send off an email and see if I can't double check.
#176
Posted 04 November 2013 - 10:33 AM
#177
Posted 06 November 2013 - 01:12 AM
nice explaination, thank you for that. But I have a question. I also thought that critical hits can only appear if all of the amour of a component is away. But until now I had it a few times, that my internal structure became eg. yellow or even the "criticall damage" symbol appeared, although my complete armour from all components (front and back) were still there. You know how that can happen?
Thanks in advance for any answers.
Edited by Marodeur, 06 November 2013 - 01:15 AM.
#178
Posted 06 November 2013 - 02:57 AM
Marodeur, on 06 November 2013 - 01:12 AM, said:
nice explaination, thank you for that. But I have a question. I also thought that critical hits can only appear if all of the amour of a component is away. But until now I had it a few times, that my internal structure became eg. yellow or even the "criticall damage" symbol appeared, although my complete armour from all components (front and back) were still there. You know how that can happen?
Thanks in advance for any answers.
There's no through-armour criticals from weapons fire in MWO, but the other effects (damaged internal structure with intact armour) can occur if you overheat badly (IIRC at 140% heat you start taking damage to internal structure). It is possible that overheat damage can crit, although I can't say for certain.
Edit: Ah, found the patch note, it's at 120% heat:
Quote
- Mechs reaching 120% heat will start taking damage to their center torso at (0.75 damage + (0.001 damage per tonne) + (0.001 damage per engine rating)) / 1.5 sec.
- The damage will continue until heat drops below 100%. This damage will occur both during an automatic shutdown and when overriding shutdown.
- To indicate this heat damage is being applied, a yellow siren light will turn on inside the cockpit.
Edited by stjobe, 06 November 2013 - 03:00 AM.
#179
Posted 06 November 2013 - 04:17 AM
stjobe, on 06 November 2013 - 02:57 AM, said:
Edit: Ah, found the patch note, it's at 120% heat:
Hey thank you for that really fast answer and the effort to find the patch notes.
Could be possible because of overheating. If it happens next time, I will have a look if it appears after shutdown or during shutdown override.
Thanks!
Cy on the Battlefield...but if you are in the opposing team, you can't anyway expect mercy from me ;-).
#180
Posted 06 November 2013 - 04:37 AM
Thomas Dziegielewski, on 11 October 2013 - 09:43 AM, said:
Edit: And apparently it's due to change any time now to (internal structure + armour) less than 20%:
Quote
DURATION : 2h
ESTIMATED PATCH : Nov 5th 2013
Don't know if that was in yesterday's patch or not though.
Edited by stjobe, 06 November 2013 - 04:44 AM.
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