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modding:xml:damage_descriptor

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modding:xml:damage_descriptor [2017/01/31 03:01]
0xabcdef [Special Damage Modifiers]
modding:xml:damage_descriptor [2018/07/18 06:42]
0xabcdef shieldPenetrate
Line 47: Line 47:
   * +3 levels = 450% damage   * +3 levels = 450% damage
   * +4 levels = 500% damage   * +4 levels = 500% damage
-  * Damage = Damage * (4 + Modifier - Shield) / 2+  * Damage = Damage * (4 + Modifier - Armor) / 2
  
 **blinding:​[1-7]** This modifier does not affect shields, but if it strikes a target'​s armor, it blinds its short-range scanner. The chance that the target will be blinded depends on the level of blinding specified in the modifier: **blinding:​[1-7]** This modifier does not affect shields, but if it strikes a target'​s armor, it blinds its short-range scanner. The chance that the target will be blinded depends on the level of blinding specified in the modifier:
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 Note: In versions prior to 1.07 the calculation of extra damage was different. It used a formula of 1+((n*n)/2) to compute the effective level of the damage modifier. In 1.07 and above the damage modifier corresponds directly to a shield level. Any extension marked as 1.1 or above will use the new method; older extensions will use the backward-compatible calculation. Note: In versions prior to 1.07 the calculation of extra damage was different. It used a formula of 1+((n*n)/2) to compute the effective level of the damage modifier. In 1.07 and above the damage modifier corresponds directly to a shield level. Any extension marked as 1.1 or above will use the new method; older extensions will use the backward-compatible calculation.
 +
 +**shieldPenetrate:​[1-7]**((https://​github.com/​kronosaur/​Mammoth/​blob/​d698e4f2d812dcf91710615d9175285538f930c5/​TSE/​Damage.cpp#​L98))((https://​github.com/​kronosaur/​Mammoth/​blob/​16d54ea8751d95c8bf595e76264c5479a55d3800/​Include/​TSEWeaponFireDesc.h#​L123))((https://​github.com/​kronosaur/​Mammoth/​blob/​27f1b782e8ea8bee7c1a34dda38354d1b5f0bc30/​TSE/​CShieldClass.cpp#​L250)) This allows damage to skip the shields and damage the armor directly. The chance of shield penetration depends on the remaining hp of the shields, the level difference between the weapon and the shields, and an adjustment based on the level of **shieldPenetrate.**
 +
 +  * 1 = 4%
 +  * 2 = 10%
 +  * 3 = 20%
 +  * 4 = 34%
 +  * 5 = 52%
 +  * 6 = 74%
 +  * 7 = 100%
 +  * Chance = 2 * shieldPenetrate<​sup>​2</​sup>​ + 2
  
 **WMD[1-7]** Normally, weapons do not do very much damage to stations, because a weapon'​s area of effect is small compared to the size of a station. The WMD modifier specifies the percentage of the weapon'​s damage that will affect the station: **WMD[1-7]** Normally, weapons do not do very much damage to stations, because a weapon'​s area of effect is small compared to the size of a station. The WMD modifier specifies the percentage of the weapon'​s damage that will affect the station:
modding/xml/damage_descriptor.txt · Last modified: 2018/07/18 06:42 by 0xabcdef