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Harpyja
DUST University Ivy League
181
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Posted - 2013.07.05 07:52:00 -
[1] - Quote
When the attributes of an explosive weapon list, for example, 200 direct damage, 100 splash damage, and a 5m splash radius, how exactly is damage calculated?
- Damage starts at 200 at 0m (direct hit) and decreases down to 100 at 5m
- Damage is a flat 100 anywhere within the 5m radius
- Damage starts at 100 at .01m and decreases down to 0 at 5m
It's hard to tell how much splash damage your explosive weapon actually inflicts. Many times my large missiles feel like they deal a fraction of their listed 96 or 104 splash damage within a 4m radius.
This is how I think explosive splash damage should be calculated. Firstly, CCP can get rid of the splash damage attribute entirely. Splash damage should start at full direct damage at 0m (direct hit) and exponentially decrease down to 0 damage out to the splash radius.
A circular decrease* would look like this: 200 at 0m, 195 at 1m, 180 at 2m, 160 at 3m, 120 at 4m, and 0 at 5m.
Real explosions decrease exponentially and a damage curve over distance such as this would make most sense. I don't know how Dust calculates explosive damage, but I feel that it is incorrect because it incorporates "splash damage" which is an indicator of artificially setting a damage curve (if there is one at all).
As such, if you are standing almost next to the center of the explosion, it would make sense to get almost the full direct damage as opposed to a splash damage value that is much less.
*I used a circle with radius of 5 and used the y-axis to scale my damage curve. If anyone wants to create a true exponential damage curve, you're more than welcome to! |
Harpyja
DUST University Ivy League
184
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Posted - 2013.07.05 15:03:00 -
[2] - Quote
Please note that hybrid-kinetic weapons that have splash damage, such as railguns and forge guns, are not explosive in nature and as such they will not benefit from a new damage curve; their splash damage should be nowhere near direct damage. |
Harpyja
DUST University Ivy League
184
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Posted - 2013.07.05 15:50:00 -
[3] - Quote
BL4CKST4R wrote:Direct hit damage does X damage, if you miss and hit the ground a X radius with Y damage is applied. Unless shot twice you cannot get hit by both direct and splash damage as it only applies to the projectile hitting the ground. So you're saying splash damage is being applied at a flat rate throughout the splash radius? Makes perfect sense... |
Harpyja
DUST University Ivy League
184
|
Posted - 2013.07.05 15:53:00 -
[4] - Quote
BL4CKST4R wrote:Harpyja wrote:BL4CKST4R wrote:Direct hit damage does X damage, if you miss and hit the ground a X radius with Y damage is applied. Unless shot twice you cannot get hit by both direct and splash damage as it only applies to the projectile hitting the ground. So you're saying splash damage is being applied at a flat rate throughout the splash radius? Makes perfect sense... Yes, its stupid. But I didn't design explosives, it should be max damage at the center and drop of exponentially to 0 or close to 0 at max radius. Exactly what I'm trying to suggest |
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