|What's a hitpoint worth?|
NOTE: This article only applies for Anvil PM editing, if there are other M2/ºº PM editors out there, this issue may not affect them.
|This is a small article for anyone who (like me) has designed a custom critter and custom ammo types, only to find out that the number of shots it takes to kill it according to the math, and the number of shots in "Real Life™" don't add up.|
The first two in this list are the most important,
but I'm only going to cover #2 in depth in this article (most people
already know what
others are and how
they work anyway).
1) AFAIK, the "alien damage" check box seems to be ignored if a player is generating the shot (which makes sense, I guess).
2. The weapon class multiplier
This is the oddball part, and the one that's the least obvious. The amount of damage a shot does is actually lessened by either a modest or a substantial amount depending on the class of the weapon that's firing it.
In short, once the shot's base+random value has been generated, the sum is then divided by a greater-than-1 number (or multiplied by a less-than-1 number, depending on how you want to look at it).
So far, these values seem to be 6/25 for stationary melee weapons (i.e, shot does 6/25 of the sum of the base+random generation) and 2/3 for everything else (except "none", which isn't a valid weapon class anyway). For the non-mathematically inclined, simply divide by 12 for melee, and 1.5 for normal.
If you don't believe me, do this simple test- take a pistol bullet, change it's base value to 81 and drop the random to 0. Now, go find a major pfhor and shoot it.
Note that it doesn't die.
Note also that according to logic and the PM it should, considering that a major pfhor's health rating is 80. This is because of the weapon class multiplier, which dropped the shot's value to 54 [81 / 1.5 = 54].
Now increase the pistol bullet's base to 119 and go shoot another major pfhor. This time it still doesn't die, but note that with one punch you can finish it off. Again, this is because of the multipliers [119 / 1.5 = 79.333,,,]
(critters can have non-integer health values, note that this equation brings the pfhor down to a .666,,, health rating, which is far below the minimum damage the weakest shot in the standard PM can inflict, thus, the fatal punch.)
This is the easiest one. Simply put- for any given critter (except the marine), a shot flagged as 'having a weakness for' will do 2x it's normal damage on that critter.
Or, to put it another way, if a critter has any weaknesses, those types affected will do twice the damage they otherwise would.
1) For whatever reason, the immunities and weaknesses flags don't seem to affect the marine. This probably has something to do with the 'placeholder' status of the marine slot.
Anyway, I just thought I'd share this little tidbit of info.
HTH somebody somewhere :)
|Please feel free to email Quartz to ask him questions about what you read here. Also be my guest and pester the hell out of him for more contributions to Anvil Tips. This guy is very knowledgeable in things Marathon and if it takes putting him on the rack to pry this out of him then, I have the lumber, anyone have some rope?|