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That seems to be the case, yes. It's bad enough that the game hides each weapon's internal spread and recoil stats, now they also have hidden damage dropoff stats. I wonder if that'll pop up in More Weapon Stats.
From the values I'm seeing here, this looks like an across-the-board nerf to most weapons at 20+ meters. I'm not entirely sure why.
Also, when you say "drop off", is it linear, like how shotguns currently work? Or does it abruptly drop from 100% to 60% the moment you go from 14m to 14.1m?
Lastly, is the damage bonus/penalty percentage or multiplicative? Suppose I use a base 480 damage sniper rifle at 0m range with a 9/9 perk deck (i.e. Fast and Furious unlocked: +5% damage). Is the damage 480*1.05*0.5 = 252, or 480*(1.05-0.5) = 264?
I think your dmg will not change after this 19 meters away.
https://github.com/mwSora/payday-2-luajit/blob/master/pd2-lua/lib/tweak_data/weaponfallofftweakdata.lua
I made a diagram explaining what all those values mean. This is based on my understanding of it, correct me if I got anything wrong:
https://imgur.com/MRam4M0
optimal_range and optimal_distance are rather misleading names. optimal_distance is the distance where your multiplier is *1 and you do a baseline amount of damage, not the distance where you do the most amount of damage. If you're using a shotgun, you do more damage (than the baseline) at 0m, whereas if you're using an AR, you do more damage at 30m.
From the code it does seem like akimbos have different multipliers from their single secondary versions.
The other thing is, if optimal_distance is greater than zero but near_falloff is zero, the multiplier will suddenly jump at optimal_distance. In the diagram, the first slope would become a vertical line. A similar thing happens if far_falloff is zero (the other condition is optimal_distance + optimal range > 0, but that is always true). Only AKI_SMG_FALL_LOW has far_falloff = 0, though.
For example, SNIPER_FALL_VERYHIGH (the Thanatos) will have a damage multiplier of 0.5 at 5.99m, but 1.0 at 6.01 m, literally a 2cm difference. I'm not sure if this is intentional, but it does seem very unnatural.
If you're testing this out ingame, use a sniper rifle with a rangefinder scope to measure the distance from the target.
ASSAULT_FALL_LOW
0.0m <= x < 15.0m: 1
15.0m <= x < 25.0m: 0.05*x + 0.25
25.0m <= x: 1.5
ASSAULT_FALL_MEDIUM
0.0m <= x < 17.0m: 1
17.0m <= x < 27.0m: 0.04*x + 0.32
27.0m <= x: 1.4
ASSAULT_FALL_HIGH
0.0m <= x < 20.0m: 1
20.0m <= x < 30.0m: 0.05*x
30.0m <= x: 1.5
SHOTGUN_FALL_PRIMARY_LOW
0.0m <= x < 3.0m: -0.1*x + 1.3
3.0m <= x < 9.0m: 1
9.0m <= x < 13.0m: -0.125*x + 2.125
13.0m <= x: 0.5
SHOTGUN_FALL_PRIMARY_MEDIUM
0.0m <= x < 5.0m: -0.06*x + 1.3
5.0m <= x < 15.0m: 1
15.0m <= x < 20.0m: -0.1*x + 2.5
20.0m <= x: 0.5
SHOTGUN_FALL_PRIMARY_HIGH
0.0m <= x < 5.0m: -0.06*x + 1.3
5.0m <= x < 15.0m: 1
15.0m <= x < 25.0m: -0.05*x + 1.75
25.0m <= x: 0.5
SNIPER_RDM_LOW
0m <= x < 4.0m: 0.7
4.0m <= x < 20.0m: 1
20.0m <= x < 25.0m: 0.12*x - 1.4
25.0m <= x: 1.6
SNIPER_FALL_MEDIUM
0m <= x < 2.0m: 0.6
2.0m <= x < 4.0m: 0.2*x + 0.2
4.0m <= x < 19.0m: 1
19.0m <= x < 24.0m: 0.14*x - 1.66
24.0m <= x: 1.7
SNIPER_FALL_HIGH
0m <= x < 5.0m: 0.5
5.0m <= x < 20.0m: 1
20.0m <= x < 30.0m: 0.1*x - 1.0
30.0m <= x: 2.0
SNIPER_FALL_VERYHIGH
0m <= x < 6.0m: 0.5
6.0m <= x < 26.0m: 1
26.0m <= x < 31.0m: 0.1*x - 1.6
31.0m <= x: 1.5
LMG_FALL_MEDIUM
0.0m <= x < 25.0m: 1
25.0m <= x < 35.0m: -0.03*x + 1.75
35.0m <= x: 0.7
LMG_FALL_HIGH
0.0m <= x < 30.0m: 1
30.0m <= x < 40.0m: -0.02*x + 1.6
40.0m <= x: 0.8
AKI_PISTOL_FALL_LOW
0m <= x < 3.0m: 1.5
3.0m <= x < 13.0m: 1
13.0m <= x < 16.0m: -0.0667*x + 1.867
16.0m <= x: 0.8
AKI_PISTOL_FALL_MEDIUM
0m <= x < 3.0m: 1.4
3.0m <= x < 13.0m: 1
13.0m <= x < 17.0m: -0.075*x + 1.975
17.0m <= x: 0.7
AKI_PISTOL_FALL_HIGH
0m <= x < 3.0m: 1.3
3.0m <= x < 13.0m: 1
13.0m <= x < 18.0m: -0.08*x + 2.04
18.0m <= x: 0.6
AKI_PISTOL_FALL_VERYHIGH
0m <= x < 3.0m: 1.2
3.0m <= x < 13.0m: 1
13.0m <= x < 19.0m: -0.0833*x + 2.0833
19.0m <= x: 0.5
AKI_SMG_FALL_LOW
0m <= x < 5.0m: 1.3
5.0m <= x < 14.0m: 1
14.0m <= x: 0.5
AKI_SMG_FALL_MEDIUM
0m <= x < 3.0m: 1.3
3.0m <= x < 4.0m: -0.3*x + 2.2
4.0m <= x < 13.0m: 1
13.0m <= x < 14.0m: -0.5*x + 7.5
14.0m <= x: 0.5
AKI_SMG_FALL_HIGH
0m <= x < 3.0m: 1.2
3.0m <= x < 13.0m: 1
13.0m <= x < 14.0m: -0.3*x + 4.9
14.0m <= x: 0.7
AKI_SHOTGUN_FALL_LOW
0.0m <= x < 3.0m: -0.1*x + 1.3
3.0m <= x < 12.0m: 1
12.0m <= x < 13.0m: -0.5*x + 7.0
13.0m <= x: 0.5
AKI_SHOTGUN_FALL_MEDIUM
0m <= x < 2.0m: 1.3
2.0m <= x < 4.0m: -0.15*x + 1.6
4.0m <= x < 14.0m: 1
14.0m <= x < 16.0m: -0.15*x + 3.1
16.0m <= x: 0.7
AKI_SHOTGUN_FALL_HIGH
0.0m <= x < 10.0m: 1
10.0m <= x < 15.0m: -0.1*x + 2.0
15.0m <= x: 0.5
PISTOL_FALL_LOW
0m <= x < 5.0m: 1.3
5.0m <= x < 12.0m: 1
12.0m <= x < 13.0m: -0.3*x + 4.6
13.0m <= x: 0.7
PISTOL_FALL_MEDIUM
0m <= x < 5.0m: 1.3
5.0m <= x < 7.0m: -0.15*x + 2.05
7.0m <= x < 17.0m: 1
17.0m <= x < 18.0m: -0.3*x + 6.1
18.0m <= x: 0.7
PISTOL_FALL_HIGH
0m <= x < 5.0m: 1.3
5.0m <= x < 10.0m: -0.06*x + 1.6
10.0m <= x < 20.0m: 1
20.0m <= x < 21.0m: -0.4*x + 9.0
21.0m <= x: 0.6
PISTOL_FALL_VERYHIGH
0m <= x < 5.0m: 1.4
5.0m <= x < 10.0m: -0.08*x + 1.8
10.0m <= x < 20.0m: 1
20.0m <= x < 21.0m: -0.5*x + 11.0
21.0m <= x: 0.5
SMG_FALL_LOW
0.0m <= x < 12.0m: 1
12.0m <= x < 17.0m: -0.1*x + 2.2
17.0m <= x: 0.5
SMG_FALL_MEDIUM
0.0m <= x < 13.0m: 1
13.0m <= x < 18.0m: -0.1*x + 2.3
18.0m <= x: 0.5
SMG_FALL_HIGH
0.0m <= x < 14.0m: 1
14.0m <= x < 19.0m: -0.08*x + 2.12
19.0m <= x: 0.6
SHOTGUN_FALL_SECONDARY_LOW
0m <= x < 3.0m: 1.3
3.0m <= x < 9.0m: 1
9.0m <= x < 13.0m: -0.225*x + 3.025
13.0m <= x: 0.1
SHOTGUN_FALL_SECONDARY_MEDIUM
0m <= x < 2.0m: 1.3
2.0m <= x < 4.0m: -0.15*x + 1.6
4.0m <= x < 10.0m: 1
10.0m <= x < 14.0m: -0.225*x + 3.25
14.0m <= x: 0.1
SHOTGUN_FALL_SECONDARY_HIGH
0.0m <= x < 4.0m: -0.025*x + 1.1
4.0m <= x < 10.0m: 1
10.0m <= x < 13.0m: -0.3*x + 4.0
13.0m <= x: 0.1
SHOTGUN_FALL_SECONDARY_VERYHIGH
0m <= x < 3.0m: 1.2
3.0m <= x < 4.0m: -0.2*x + 1.8
4.0m <= x < 10.0m: 1
10.0m <= x < 12.0m: -0.25*x + 3.5
12.0m <= x: 0.5
Note, it's possible that the numbers in the beta differ from those in the main branch, or I might have calced incorrectly somewhere. So don't take this as 100% accurate.
This... Seems really odd. Let me see if I get what you're saying with some random ass-pull examples. Let's say my rifle does 30 damage. By the calculations you're giving me, it seems like my rifle will do:
Do I have this right? I'm not asserting whether this is actually true or not in the Beta, more whether this is consistent with the formulae you're citing. Sounds like the damage multiplier is being calculated based on range.
I was really concerned, because the middle multiplier seemed like a massive downgrade in damage, like the rifle would do LESS damage 15-20, but it seems to be just a period of linear interpolation. 15 meters is *1, 25 meters is 1.5. Thanks for providing stats.
It's linearly interpolated between 1 (the default multiplier) and either near_multiplier or far_multiplier. I just took the trouble to simplify it into a function of x.
On another note: does anyone know which class the mini/microgun falls under? Or is it not subject to falloff since it's a special weapon?
Last I dug into the Lua files a few years ago, there was a separate "Minigun" preset. That was quite a while ago, though, as it also came with its own movement slow stat (of 40%!). My guess is there's a separate falloff percentage there as well, since those two weapons are fairly unique in their design.
Rly Overkill?!? 0.1 multiplier on secondary shotguns on 13+ meters? Now the Demon skin I bought for loco is useless. 10 / 10 would waste money again.
Thank you very much for this info! I'll add this onto the main discussion and credit you. Hopefully you don't mind. If you do, feel free to DM me and I'll remove them.
I also have concerns on how this will affect the ammo efficiency of various weapons, especially on dual range maps like Beneath the Mountain where the first half is mostly close range indoors and the ending is a mixture of both medium to long range outdoors.
And we already had a range damage boosting skill, HVT Aced (granted it was just for Specials past 10m but it's still there).
Bit off-topic, but... I'm generaly not a fan of trying to balance weapons into classes by tweaking stats. There's nothing fundamentally wrong with damage dropoff, but Payday 2 already had a serviceable system for doing that - namely accuracy and recoil. The less accurate a weapon is, the harder it is to control, the more performance it loses with distance. The same effect is achieved, except through gameplay rather than stats.