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The arrows don't disappear they just go through them.
Crossbows have much higher penetration energy than bows in real life too.
I can also normally one shot with the Ranger Bow to the head, now, but I have added Legend Levels since.
Seems bow and crossbow outputs depend partially on the events and patches. Also, I found that for the Bows especially, the hitboxes of most zombies, for at least a while, did require you to aim slightly above the head, or it was not counted as a 1 shot kill.
So, this complicates the whole issue and makes my own experiences rather uncertain as to what it means. Unfortunately I did not take part in the event recently that earned the better Dragon's Breath Bow and the like, so can't commend on those either.
If you want, add me and I will try to share a bow with you.
Currently crossbow from Shu warrior dlc deal 5500 dmg
Bow can be faster during spam fews atack and have a bit auto aim
Crossbows have an x10 head damage multiplier and, just as with most firearms, they also have damage tiers so they inflict less damage (and force) the further away the enemy is.
As noted by others, game difficulty level also adjusts damage dealt by the player to various enemies. This adjustment is not apparent in the damage stat on the weapon and is calculated when the enemy is hit as it varies by enemy. The amount can vary as it is a min/max multiplier range, but the min and max values only vary on the Nightmare difficulty and they are the same on other difficulties.
e.g. When hitting a Viral with a 1000dmg weapon
On Easy / Normal
- Min x1.5 damage = 1500dmg
- Max x1.5 damage = 1500dmg
On Hard
- Min x0.8 damage = 800dmg
- Max x0.8 damage = 800dmg
On Nightmare
- Min 0.2x damage = 200dmg
- Max 0.8x damage = 800dmg
(Note on Nightmare's values; in the difficulty settings file the min and max values are reversed for a reason, but I flipped the values here as showing a min dmg that is high with a max dmg that is low would seem backward without understanding how it is handled in the game)
There are also other attribute settings that vary by weapons and weapon types that affect weapon damages even further. Additionally, a couple of the bow/crossbow blueprints also cause the produced weapon to inherit the stats of the base weapon that was used to create it instead of using the stats the produced weapon is configured with by default.
What does the damage on Nightmare depend on? How to achieve min and max values?
Can you give more specific details on this?
Each difficulty section has separate settings for some parameters from the other difficulties.
These values are located within each section for altering the damage that the player does to enemy types while on that difficulty, as well as damage done by enemies to the player.
e.g. Difficulty("Nightmare") section
Min being higher than max can be viewed as a 'dulling' effect being applied to the damage you do. So a high Min value means minimal dulling amount, while the low Max value would be for a maximum dulling amount. This is why I reversed the values previously, as looking at the values as they are in the file as if they represented damage Min/Max instead of the Min/Max to dull the damage would seem backward.
There is also this setting that determines what Survivor Rank these settings should apply to:
This makes it so these changes will only take effect if you are between Survivor Rank 5 and 25. This prevents the early levels from being affected and made too difficult so they do not kick in until level 5 when a player has gained access to some skills and better weapons and familiarized themselves with the gameplay and environment.
As for how to try to ensure you always hit for the max damage, it is not something you can control or influence and is calculated randomly at the time of inflicting the damage. That is what the "interpolated" note above regarding deferring the Min/Max variability effect until Survivor Rank 5 references, where the game makes calculations of the variable damage to inflict at the time of contact.
_____
Regarding the stat inheriting, some blueprints have an attribute on them that signifies that the weapon that it produces will possess many of the attributes of the weapon that was used as the base item in the recipe; e.g. damage, force, etc.
This "InheritBaseStats" attribute is only present on some of the DLC, Dev and 10-in-12 weapon blueprints. For the bows and crossbows, no bows have this Inherit attribute and only a couple of the crossbows have it.
Crossbows that do have have the "InheritBaseStats" attribute are:
- Heatwave
- Gust of Wind
Which I find interesting as both of those crossbows have usual damage values defined on them in addition to usual values on other attributes.
The silenced pistols have a comment on them in the files where their damage values are configured and it says:
"//All FirePoints Damage and Force are set to 1 to always inherit stats from base weapon."
So I would expect all of these weapons that inherit base stats to have damage values of 1 in addition to their blueprints having the Inherit attribute, but they have normal damage values configured on them:
Heatwave
Gust of Wind
Just something interesting I noticed, so the defined damage and other stats probably don't matter as long as they get overwritten due to the Inherit attribute on the blueprint.