The problem is that i often cant seem to match calculations with in-game experience. So, anyone know if SS2 rounds down, or if it rounds to the nearest whole number? This is assuming that all the damage bonuses such as research, weapon mastery, modification, sharpshooter, and armor penalty are all weighted equally. In fact, assuming SS2 does round down, you would require the sharpshooter mod to hit 2 damage with a shotgun pellet against a rumbler: any amount of increased damage on a base of 1 which does not reach a new whole integer is basically wasted, and so small changes from things like the passive sharpshooter mod are much more valuable on larger base damages. this makes the damage as low as if the gun had no upgrades whatsoever, if the game in fact rounds down, rather than to the nearest whole number.Įven if the game does round to the nearest whole number, rounding issues will always be more pronounced with 1 damage by 10 pellets than 10 damage by one slug, because 14.1 damage rounded down to 14 beats 1.41 damage x 10 where 1.41 is rounded down to 1. The problem is that the game may then round down to a whole number of 1, rather than to 2. Max damage with the pellets would be 6 weapon mastery for +45% damage (3 x +15%), double modification for +25%, research bonus +25%. Lets say you are trying to kill a rumbler with anti personel shotgun pellets, a scenario reviewed in the thread above: I think it is incorrect to calculate 1 damage times 6 pellets and simply substitute the number 6 in calculation. Remember this is up close with the enemy right in front of your face.Ħ + 6(0.15*3 Standard weapon +0.25 twice mod) = 10.2 Assuming you have Standard weapons of 6, and twice mod, AND that all six pellets hit, you'll do a measly 10.2 points of damage. It does 1 point per pellet, up to 6 pellets. For the other types of ammunition, the pellets ammo for the shotgun is vastly inferior.
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