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Damage

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Damage model

Basic information

Objects can sustain different amount of various damages depending on their weight and material.
Impact damage is described as energy hitting the object.
Objects may take different types of status like Corrosion that weakens them, making the objects more vulnerable for incoming damage.

Terminology

  • Armor Value
    • Objects armor value to resist Projectile Energy
  • Density & Transformability
    • Key material properties to define how durable material is against impacting energy.
  • Projectile Energy
    • The total energy value when projectile hits an object.
    • Projectile Energy values are calculated in advance for each possible weapon-projectile combinations.
    • Projectile Energy formula uses weapon's velocity it fires projectiles with and projectile's mass.
      • Laser weapons that transmit energy have their own Energy value that is not affected by projectile mass or velocity.
  • Armor Degrade Multiplier
    • Multiplies Energy value before it reduces Impact Armor. This value can also be used to fine tune how well armors resist small arms.
  • Armor Damage
    • The actual amount of damage to be reduced from current Armor value.
    • Damage amount is calculated from the Energy value after material reductions multiplied with the Armor Degrade Multiplier.
  • Energy Through Armor
    • The Energy amount exceeding objects current Armor value.
  • Breaking Damage
    • Small amount of energy "grinds" pieces from an object when exceeding objects Armor value.
  • Fracturing Damage
    • Large amount of energy "cuts" fractures from an object when exceeding objects Armor value.

Damage

Overview

This is how damage calculation flows in general:

  1. Projectile Energy impacting an object is calculated from projectile Mass and weapon Velocity. The projectile mass being usually the caliber of the bullet.
  2. The Armor Value will decrease whenever the object takes a hit.
  3. If the resulting Projectile Energy exceeds objects Armor value, Breaking Damage will occur.
    • NOTE! Heat Status will have a negative effect on the Armor Value in this comparison.
  4. Voxel Damage amount is calculated from Projectile Energy exceeding the objects Armor value.
  5. Armor Degrade Multiplier is calculated from Density and Transformability properties of the objects material, and from the objects generic Mass.
  6. Armor Damage is calculated from Projectile Energy and Armor Degrade Multiplier. The Armor Damage is reduced from current Armor Value.

Damage details

Projectile energy (PE)

The formula for calculating projectile energy is:

Projectile Energy = (M * V^2 / 2) /1000
  • M stands for projectile mass, which is generally the caliber of the bullet
  • V stands for bullet velocity
  • For example, Long rifle has Muzzle velocity of 1,000 and projectile mass of 2,4 due to the caliber.
    • The formula would give Long Rifle Projectile Energy value of 1,200.

Armor degrade multiplier (ADM)

The formula for calculating Armor degrade multiplier is:

MM * WM * CM
  • Armor degrade multiplier is a percentage value of the Projectile Energy that actually damages the object Armor.
  • MM stands for Material Multiplier, which is the percentage of how much the material negates Projectile Energy.
    • Density is the most important material property resisting impacting energy.
    • Transformability is the second material property resisting impacting energy.
  • WM stands for Weight Multiplier, which balances armor degrade between different sized objects.
    • Larger objects get a bonus, and sustain impacting energy more efficiently.
  • CM stands for Corrosion Multiplier, which acts as a penalty to the Armor degrade multiplier.
    • Corrosion status makes the armor decrease faster on each impact of energy.

Armor damage (AD)

The formula for calculating Armor damage is:

Armor damage  = PE * ADM
  • PE stands for Projectile energy
  • ADM stands for Armor degrade multiplier
  • The damage amount that degrades armor is calculated by multiplying incoming Projectile energy with the Armor degrade multiplier.

Armor value (AV)

The formula for calculating Armor value is:

Armor value = AV - AD
  • AD stands for Armor damage
  • AV stands for Armor value
  • Armor damage is reduced from the current Armor value.
    • While taking damage, Armor value drops from every hit until eventually hitting 0.

Energy through armor (ETA)

The formula for calculating Energy through armor is:

Energy through armor = PE - AV
  • PE stands for Projectile energy
  • AV stands for Armor value
  • Armor value is subtracted from Projectile energy, leaving behind the actual damage that the object takes through armor.

Damage depth (DD)

The formula for calculating Damage depth is:

Damage depth = ETA / PE * P
  • ETA stands for Energy through armor
  • PE stands for Projectile energy
  • P stands for Penetration multiplier, which is based on caliber
  • The percentage of Energy through armor divided by Projectile energy determines the Damage depth
  • Note that if the damage depth exceeds the target depth, the bullet then penetrates the target
    • This means that remaining energy of the bullet will be calculated again if it hits a new target

Example

A table of how shooting a Bastium plate with battle rifle works.

  • Battle rifle has a Projectile energy (PE) of 243.
  • Bastium has maximum Armor value of 1,200.
  • It takes 107 from Battle rifle to actually start making any breakage to the Bastium plate.
  • After 133 hits the armor is however completely gone.
Battle rifle hitting Bastium plate
Shot count Armor PE ETA AD Damage amount
106 247 243 0 9 0,00
111 202 243 41 9 1,71
116 156 243 87 9 3,57
121 111 243 132 9 5,44
126 65 243 178 9 7,31
131 20 243 223 9 9,18
133 2 243 241 2 9,92
134 0 243 243 9 10,00

Status effects

Overview

Heat status

Heat status increases damage modifier for breakage damage when Projectile energy attacks pierce object Armor value.
Heat status will also increase the Projectile energy degrade rate, making non-penetrating hits reduce the Armor value faster.
Heat status spreads to other objects and eventually dissipates potentially causing no permanent harm to object.

Corrosive status

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