Damage Mod.
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6) Damage Mod (gl_g_damage_mod):
6.1) create excel damage calculator using your damage formula (preferably with all 4 damage formulas: default, Glovz, Haenlomal, yours):
• it seems that all non-critical damages are about 2 (sometimes 3-4) times less than in default formula (JHP and Leather/Metal armors)
• damage range is much wider than in default formula: 1-3 points of damage aren't rare now (10mm pistol JHP vs Leather Armor)
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6.2) make it possible in the *.INI to change how much ammo DR modifier influences ammo Damage multipliers:
• jhp_ammo_dmg_mult = [1.00-3.00]
• ap_ammo_dmg_mult = [0.00-1.00]
• an example 1:
• ammo_dr_modifier = 35% (JHP)
• mod default:
• ammo_dmg_mult = 1 + (0.35) = 1.35
• mod new (configurable):
• ammo_dr_modifier > 0 -> jhp_ammo_dmg_mult is used
• jhp_ammo_dmg_mult = 1.43
• ammo_dmg_mult = 1 + (0.35*1.43) = 1.50
• an example 2:
• ammo_dr_modifier = -20% (AP)
• mod default:
• ammo_dmg_mult = 1 + (-0.2) = 0.8
• mod new (configurable):
• ammo_dr_modifier <= 0 -> ap_ammo_dmg_mult is used
• ap_ammo_dmg_mult = 0.42
• ammo_dmg_mult = 1 + (-0.2*0.42) = 0.92
• reasons:
• as was told in 5.1, lowering all ammo dmg modifiers may have been a bad idea, since ranged damage is about 1,5-2 times lower than with default formula
• the main problem with ranged attacks in F2 were armor bypassing criticals (look change 5.6 below), not normal shots
• implementing this change won't hurt your damage in any way - you can always set jhp_ammo_dmg_mult and ap_ammo_dmg_mult to 1
• not to write any more explanations here, here's a nice post at NMA forum from, as it seems, a weapon expert (interesting, that a lot of his and yours ideas are similar: ammo DR is a mult, influences both armor DT and DR):
• nma-fallout.com/threads/f2-damage-calculation-change-a-fix-v3-by-my-count.200361/page-4#post-4083252
• additional cosmetic change - display ammo damage mod in logwindow/inventory as decimal fraction:
• for example, 1.35 instead of 27/20
• or at least 135/100 instead of 27/20
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6.3) fix new ammo added in F1.5 Resurrection mod (if there is any...)
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6.4) make it possible to fine-tune (decouple) combat difficulty even more in the *.INI:
• new_combat_difficulty = 1/0 (1 - enable fine-tuning and use in-game "combat difficulty" setting to determine only enemy AI <its likelihood of using aimed shots>)
• combat_damage = [1-3] (75%, 100%, 125%)
• combat_tohit = [1-3] (-20, 0, +20)
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6.5) rename "only_party" setting to "only_enemies" and switch its behaviour (0 <-> 1), so that when it's set to 0 - vanilla behaviour is used, 1 - from your mod:
• reason: it's only logical that when something in the mod is set to 0 (like with all the other "fo2tweaks.ini" settings) - it's not activated (default behaviour is used)
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6.6) make it possible to change Armor Bypass (DR, DT) and Armor Penetration (DT) multipliers (currently = 0.2) in the *.INI (from 0.2 to 0.5):
• target_dr_mult = [0.2-0.5]
• target_dt_mult = [0.2-0.5]
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6.7) make perks that give DR not be reduced by Armor Bypass:
• F2: Toughness x3 (10%) / Die Hard (conditional 10%) / Implants x2 (5%) / Prizefighter (5%)
• F1.5: Hide of Scars (10%)
• main idea: since only Armor Bypassing criticals pose a serious threat to the player, it's currently absolutely impractical to take any of DR perks, because they get (almost) completely negated by Armor Bypassing effect; with this change they will become much more valuable
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6.8) hard cap the number of bullets in a burst attack from an enemy that can become critical:
• no more than 33% of bullets (rounded down, but no less than 1), including the first one, can become critical
• an example 1:
• an enemy fires a burst attack with 10 bullets in it
• all of the bullets hit the player
• max number of critical bullets in this burst = max(1;roundDown(10*33%)) = max(1;3) = 3
• bullets 1 and 2 are normal
• bullets 3-4-5 are critical
• after the 3rd critical bullet all remaining bullets (in this burst attack) can't become critical (crit_chance = 0 until the burst attack ends)
• an example 2:
• an enemy fires a burst attack with 2 bullets in it
• max number of critical bullets in this burst = max(1;roundDown(2*33%)) = max(1;0) = 1
• main idea: even if enemies have very low critical chance, it's still only a chance, and sooner or later the player will be killed by a burst attack with a lot of armor bypassing critical hits in it; to prevent criticals that score hundreds points of damage to the player (no matter the chance), a hard cap to enemy bursts should be applied
• the % and the minimum can be made configurable in the *.INI:
• burst_criticals_cap = 0.33 [0.1-1.0]
• burst_criticals_min = 1 [0-999]
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6.9) improve the Sniper perk for the player's burst attacks a bit:
• instead of Sniper perk working for the first bullet only, make it work for 20% of the first bullets (rounded down, but no less than 1)
• an example 1:
• the player has a Sniper perk and fires a burst attack with 16 bullets in it
• all of the bullets hit the target
• max number of bullets that roll LK*10 in this burst = max(1;roundDown(16*20%)) = max(1;3) = 3
• the first 3 bullets are affected by the Sniper perk (roll LK*10 for being critical)
• bullets 4-16 are not affected by the Sniper perk (roll LK+More_Criticals)
• an example 2:
• the player has a Sniper perk and fires a burst attack with 2 bullets in it
• max number of bullets that roll LK*10 in this burst = max(1;roundDown(2*20%)) = max(1;0) = 1
• main idea: Sniper perk only influencing the first bullet in the player's burst attack makes burst attacks inferior to aimed single shots, that have very high armor bypassing chance, especially with burst-only big guns that usually have lower damage than single-shot small/energy guns (besides weighting a ton and eating bullets like no tomorrow); this change makes the Sniper Perk more useful for burst-only weapons too
• the % and the minimum can be made configurable in the *.INI:
• sniper_burst_criticals_cap = 0.2 [0.1-1.0]
• sniper_burst_criticals_min = 1 [0-999]
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6.10) preferably, changes 6.8 and 6.9 should be made universal - so they would work for all creatures (instead of 6.8 for enemies and 6.9 for player only)