DRL > Discussion
Quick questions thread!
thelaptop:
Urgh. I hate doing this, but I have to. I dived into the source code on the repo.
Shotgun damage is initialised as a dice roll object with number of dice, number of sides per dice, shotgun damage additions and bonus from SoB. So, a shotgun with 8d3 and the trait of 2xSoB gives a dice roll object of 8d3+2 per enemy met in cone.
To determine the damage that an enemy gets from being hit by a shot of this shotgun, the dice roll object is rolled, discounted based on the drop-off and distance, and then rounded off. If the resultant damage is less than 1, it gets set to 1.
The reason why it seems that SoB doesn't suffer from the drop-off is that more often than not, the stochastic part of the damage roll dominates the damage formula. Also, the distance computation is wonky -- lots of rounding here and there and I have no idea how to decipher it properly.
tl;dr SoB won't hurt shotgunners, but the gain in DPS isn't as dramatic as regular rapid fire weapons.
Side note: Also I'm sure Sylph was referring to SoB and not SoG.
LuckyDee:
While you're at it: is dropoff caluculated as (1-percentage)^distance or 1-percentage*distance?
thelaptop:
Well, here's the whole line:
--- Code: ---dmg := Round(Damage.Roll * (1.0-Reduce*Max(1,Distance(source,tc))))
--- End code ---
You tell me. =P
Aaand I'm no longer reading the source.
LuckyDee:
Thanks. So my calculation should have been 18*(1-0.07*8) = 8 instead of 10 damage.
--- Quote from: LuckyDee on January 02, 2014, 14:41 ---Although someone is probably going to tell me I did the math wrong, as usual ><
--- End quote ---
See? Told you so.
Thiebs:
Something seems fishy here. Obviously the source code don't lie, but there seems to be something else afoot. Maybe something to do with the range is calculated and how targeting gets wonky, like was said. But I'm probably gonna do some more tests like Sylph did, anyways.
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