Author Topic: Damage formula?  (Read 1781 times)

0 Members and 1 Guest are viewing this topic.

Offline mxyzptlk

  • Veteran
  • *****
  • Posts: 1493
  • The Panda Ninja
Damage formula?
« on: June 27, 2007, 03:21:55 pm »
Someone said that the amount of damage taken is Damage + Speed * body multiplier.

I tested it, that isn't right.

I tried to make a WM based on that, simply making the bullets go faster, but doing the dame damage. It didn't work.

I decreased the damage by 100, and increased the speed by 100 on every weapon. If the above formula is right, it should do exactly the same damage.

When I tested it, I was able to take FOUR rugers before dying, and weapons that had to be set negative to be subtracted by 100 healed, even though I increased the speed by 100.

Does anyone know the real formula?

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Serial K!ller

  • Camper
  • ***
  • Posts: 408
    • Soldat Mods Archive
Re: Damage formula?
« Reply #1 on: June 27, 2007, 03:58:59 pm »
Damage*Speed*0,000654=damage in %
the formula isn't 100% correct but it's pretty close with normal speeds
the speed in set in weapons.ini is only correct at 0 range(initial speed), it drops after distance and so does the damage.

Offline Espadon

  • Global Moderator
  • Rainbow Warrior
  • *****
  • Posts: 2606
  • GO BEAT CRAZY
    • Tabnir at deviantART
Re: Damage formula?
« Reply #2 on: June 27, 2007, 04:34:58 pm »
Wonder if the mechanics have anything to do with the kinetic energy formula...
CRYSO | HLT                        

    CRY0 | NAN0 2.1 | 0MEN 1.0 | PYR0 1.1M | B0RG 1.0

Offline Xxypher

  • Veteran
  • *****
  • Posts: 1319
  • Soldat Veteran.
Re: Damage formula?
« Reply #3 on: June 27, 2007, 07:18:58 pm »
I heard that for every 1 damage it takes 2.6 speed.
Try that out.

Offline mxyzptlk

  • Veteran
  • *****
  • Posts: 1493
  • The Panda Ninja
Re: Damage formula?
« Reply #4 on: June 27, 2007, 08:39:21 pm »
Thats not quite right. It worked perfect for the ruger, but every other weapon was either more or less powerful than the others.

I will probably end up rebalancing it myself.

@SK: How would I go about reversing that?

Multiply speed by two and dividing damage by 2? Would that even it out?

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Espadon

  • Global Moderator
  • Rainbow Warrior
  • *****
  • Posts: 2606
  • GO BEAT CRAZY
    • Tabnir at deviantART
Re: Damage formula?
« Reply #5 on: June 27, 2007, 09:04:21 pm »
Average it? I doubt it. =\
CRYSO | HLT                        

    CRY0 | NAN0 2.1 | 0MEN 1.0 | PYR0 1.1M | B0RG 1.0

Offline mxyzptlk

  • Veteran
  • *****
  • Posts: 1493
  • The Panda Ninja
Re: Damage formula?
« Reply #6 on: June 27, 2007, 09:08:32 pm »
What? no. I mean that, since the damage and speed are multiplied together, I should divide the damages by 2, and multiply the speed by 2, in order to get the effect I want.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Shivorken

  • Soldier
  • **
  • Posts: 246
  • Full Blood Azn
Re: Damage formula?
« Reply #7 on: June 28, 2007, 04:05:50 am »
KE Formula? 1/2 mv^2?

Don't think so XD

[/url]

Offline Espadon

  • Global Moderator
  • Rainbow Warrior
  • *****
  • Posts: 2606
  • GO BEAT CRAZY
    • Tabnir at deviantART
Re: Damage formula?
« Reply #8 on: June 28, 2007, 05:46:46 am »
Yeah, KE formula doesn't work, I figured, because bulletstrength does not equal mass lol.
CRYSO | HLT                        

    CRY0 | NAN0 2.1 | 0MEN 1.0 | PYR0 1.1M | B0RG 1.0

Offline mxyzptlk

  • Veteran
  • *****
  • Posts: 1493
  • The Panda Ninja
Re: Damage formula?
« Reply #9 on: June 28, 2007, 01:59:12 pm »
Alright, it worked.

That is, Serial K!llers method worked.

I will post the result in the Partial Mods Section.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Serial K!ller

  • Camper
  • ***
  • Posts: 408
    • Soldat Mods Archive
Re: Damage formula?
« Reply #10 on: June 28, 2007, 02:18:40 pm »
It should work but it will do a bit more damage (especially on slow bullets like from the pistol) because the speed will drop less(in %) over the same range then with the default(slower) speeds.
« Last Edit: June 28, 2007, 02:20:34 pm by Serial K!ller »

Offline Xxypher

  • Veteran
  • *****
  • Posts: 1319
  • Soldat Veteran.
Re: Damage formula?
« Reply #11 on: June 28, 2007, 04:36:05 pm »
2.6 works almost good.
1*2.6=x
That is the formula for at least the rugger.
I tried 3.1 and that worked for a couple automatics it seemed.

Offline mxyzptlk

  • Veteran
  • *****
  • Posts: 1493
  • The Panda Ninja
Re: Damage formula?
« Reply #12 on: June 28, 2007, 05:08:55 pm »
2.6 works almost good.
1*2.6=x
That is the formula for at least the rugger.
I tried 3.1 and that worked for a couple automatics it seemed.
*shakes head*

Just the Ruger, I'm afraid. SK'smethod works pretty well, check the mod out in partial mods.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking