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RP2.1的伤害计算由YAAM_readme.RTF说明文件可知,发生了翻天覆地的变化。由公式可知伤害计算更加复杂了,而且原来子弹提供的DR修正值被改为DT修正值,不再可能为负数。
以下为原文:
damage = max[int(total_damage) - int(modified_DR * int(total_damage)), 0]
total_damage = [(raw_damage - max(modified_DT, 0)) * modified_mult] / [dmg_div * 2 * 100]
modified_DR = armor_DR + [10 * min(modified_DT, 0) / 100]
modified_DT = armor_DT - ammo_DT
modified_mult = critical_hit_bonus * dmg_mult * combat_difficulty_modifier
raw_damage = random(damage_range_of_weapon) + 2 * (rank_of_Bonus_Ranged_Damage_perk)
armor_DR = the DR attribute of the victim's armor. Reduce by 80% if a critical hit is deemed to be armor bypassing. Add 30 if player has the Finesse trait.
armor_DT = the DT attribute of the victim's armor. Reduce by 80% if a critical hit is deemed to be armor bypassing, if the weapon has the Weapon Penetrate perk, or an armor piercing Unarmed attack was used.
ammo_DT = the DT mod attribute of the ammunition. This number replaces what was the DR mod of ammunition attribute in the vanilla game.
critical_hit_bonus = 2, 3, 4, 5, 6, or 8. A non-critical hit will always have a value of 2.
combat_difficulty_modifier = 75, 100, or 125. If the player is attacking, or the combat difficulty is set at Normal, this is 100. Otherwise, it is set at 75 if combat difficulty is set at Wimpy, and 125 if combat difficulty is set at Rough.
dmg_mult = the dividend of the Dmg Mod attribute of ammunition.
dmg_div = the divisor of the Dmg Mod attribute of ammunition.
rank_of_Bonus_Ranged_Damage_perk = 0, 1, or 2
damage_range_of_weapon = damage range of the weapon as shown by its attributes in the Inventory screen. For example, the 10mm Pistol has a damage range of 5 to 12 inclusive. |
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