The critical damage is simply added on top of the base damage on a critical hit. The critical hit bonus damage is NOT special: it does not ignores the actor's damage resistance. Used to calculate MeleeArmConditionPenalty Used to calculate MeleeConditionPenalty (Unused in Fallout: New Vegas) Used to calculate GunConditionPenalty (Unused in Fallout: New Vegas) Scales base weapon damage in the damage formulas. Game settings used in these formulas Setting See also the Critical Hit Chance Formula. IsCriticalHit is 1 if the attack was a critical hit, 0 otherwise. When using a two handed weapon, ArmCondition is 1 with both arms healthy, 0.5 with 1 arm crippled, 0 with two arms crippled.When using a one handed weapon, ArmCondition is 1 with a healthy right arm and 0 with a crippled right arm.WeaponCondition is 1 at 100% condition, 0.5 at 50% condition, and etc.ĪctorSkillValue is the actor's skill value with the weapon.ĪctorStrengthValue is the actor's strength value.ĪrmCondition is the condition of the actor's arm. CritDamage is the "Crit Dmg" value on the weapon form.PerkCritModifiers is a function that modifies the input value using any perks active on the actor that have a "Calculate My Critical Hit Damage" Entry Point and returns the result.With default values, this term reduces melee damage dealt by (up to) 10% of base weapon damage when arms are crippled and does nothing when arms are healthy.ĬriticalDamageBonus = PerkCritModifiers(CritDamage) * IsCriticalHit MeleeArmConditionPenalty = BaseWeaponDamage * (fDamageArmConditionBase - 1 + fDamageArmConditionMult * ArmCondition) / 2 The base value = fAVDUnarmedDamageBase + (fAVDUnarmedDamageMult * ActorUnarmedValue) UnarmedDamageActorValue is an ActorValue. Wearing this cap while equiping a baseball bat would mean that the base value calculated from strength is further increased by 5. For example, the "Takoma Park Little Leaguer Cap" has an enchantment which increases melee damage by 5 while a baseball bat is equipped. The value of the MeleeDamage actor value can be increased or decreased by certain abilities, effects, perks, enchanted armors, and consumables. The base value = fAVDMeleeDamageStrengthMult * (fAVDMeleeDamageStrengthOffset + ActorStrengthValue) SkillBonus = fDamageSkillBase + fDamageSkillMult * ActorSkillValue / 100 MeleeConditionPenalty = fDamageMeleeWeapCondBase + fDamageMeleeWeapCondMult * WeaponCondition Note: fDamageGunWeapCondBase and fDamageGunWeapCondMult cannot be modified to any effect in New Vegas. GunConditionPenalty = fDamageGunWeapCondBase + fDamageGunWeapCondMult * WeaponCondition Note: consumables which increase damage, such as Yao Guai Meat, are implemented by adding a perk to the actor which has a "Calculate Weapon Damage" entry point for the duration of the effect.īaseWeaponDamage is specified on the weapon form.ĭamageAbsorbedByArmor = fArmorRatingBase * ArmorRatingValue * fArmorRatingMult * (ArmorRatingConditionBase * ArmorCondition * fArmorRatingConditionMult) PerkModifiers is a function that modifies the input value using any perks active on the actor that have a "Calculate Weapon Damage" Entry Point and returns the result. Unarmed Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * MeleeConditionPenalty + UnarmedDamageActorValue + MeleeArmConditionPenalty) + CriticalDamageBonus Melee Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * MeleeConditionPenalty * SkillBonus + MeleeDamageActorValue + MeleeArmConditionPenalty) + CriticalDamageBonus Gun Damage = (PerkModifiers(BaseWeaponDamage * DamageMultiplier * GunConditionPenalty * SkillBonus) + CriticalDamageBonus) - DamageAbsorbedByArmor Please remove this message when no longer necessary. You can help by filling in any blank descriptions.įurther information might be found in a section of the discussion page.
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