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Also you can get HUD mods so that enemy health will be displayed.
I thought MH/DW light units have 480 HP and 3x headshot multiplier and heavy units have 960 HP and 3x headshot multiplier. This results in 160 head HP and 320 head HP, respectively. Accounting for the Helmet Popping perk, they have 128 and 256 head HP.
Accounting for damage granularity, this results in light unit breakpoints of:
# headshots/damage required
1 127.75
2 63.75
3 42.5
4 31.75
5 25.5
6 21.25
While the special units have breakpoints based on multiples of 40, they require so many shots with a 40 damage weapon, that it doesn't really matter any more on higher difficulties.
In my opinion, the difficulties update has effectively replaced the 40 damage breakpoint with 42.5 to 3 headshot light units and 6 headshot heavy units on MH/DW. This is disappointing because I don't think the original game was designed around this seemingly random 42.5 breakpoint resulting from the recent update. A lot of the weaker 40 damage weapons cannot reach this breakpoint with serious accuracy penalties or certain skills.
Edit: I think you listed the One Down breakpoints, instead of DW ones.
for example, my famas does 42 dmg (i dont need silencer skills its pointless)
i use frenzy + berserker = 75 dmg
underdog basic = 86 dmg
lets do a simple math now
body expertise enables constant x3 multiplier for dmg
means, one shot on a tans body will register as 258 dmg
and means = 4 shots will be enough to kill a tan. when considered famas's high rof, it just takes 1-1.5 second to shoot 4-5 bullets. then you will pickup 8 ammo.
and more important part= critz.
you can get low concealmant with famas and get constant %30 crit chance.
if you're not superiorly unlucky, 1 shout out of 3 will land as crit. this means...
you will have x9 multiplier.
and that means... 774 dmg
Why critz are important? Because in this build, you will need about 10-12 bullets to kill medics/tasers. But crits will solve this problem. you will probably hit 2-3 hits in 7-9 bullets and this means you will surely kill them easly. if you're a bit lucky, you can even 2-3 shot medics/tasers. i dont even talk about crit shots on tans and normal cops
so when used properly 40 dmg weapons can still be beastly. people just dont want to acknowdlege it
I understand stacking damage boosting skills can result in major damage, forgoing the common headshot breakpoints. However, some people don't like to limit their builds by using damage boosting skills. I personally don't like to limit my builds to only be able to use X weapon, with X buffs to be viable.
Without any skills, the Clarion can only hit 43.05 damage with 44 accuracy, locked to auto fire. Other low damage weapons, with fewer weapon mods may only take the Funnel of Fun to reach 42.5 damage, which hurts their low accuracy even more.
I did, but apparently I called them the wrong thing. My bad.
I just don't think the non-standard damage breakpoints matter so much, though. They make a difference for Scale 1 weapons, but you're not supposed to be counting shots with those. That's why the Beta gives them so much more ammo pick-up. For higher-damage breakpoints, those are scaled around Specials which fall into multiples of 40 more easily.
If you want all the particular breakpoints, there are just far too many of them and they're not always consistent between difficulties. In that case, Frankelstner's guide is the resource you want. I tend to go for "rules of thumb" and my rule of thumb is to aim for the nearest multiple of 40.