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Just think of "Damage" as raw tissue damage and impact as blunt force. Armor protects against tissue damage, impact resistence protects against impacts.
Also, mutants attack with a mix of impact and damage. But it differs as Chimera and Bloodsuckers deal high tissue damage while a Pseudogiant is usually just tremendous amounts of impact damage.
It also gets more complicated in fire fights as every bullet has a travel arch and velocity. Damage is also calculated based on the angle of impact. A perpendicular angle receiving a much higher damage calculation. This will affect impact damage more than tissue damage though. Also, the further the bullet travels, the less damage it will do. Keep this in mind as realistically as possible. Low caliber low energy rounds such as 9x18 and 9x19 have an effective range of 50m and minimal effect at 150m with a great ballistic arc to follow. High caliber low energy rounds such as the .45 really shouldn't be used past 50m because afterwards you're looking at a steep decline in energy (It's a big round).
Flatness is also a very important thing to consider as well. Damage is calculated based off of the velocity of the bullet right? Every bullet leaves the chamber of the gun at a set energy. If that bullet is travelling with a high ballistic arc then some of that energy is actually going towards propelling the bullet up and not forward, thus resulting in a lower velocity (But travels further). Increasng flatness lowers the ballistic arc and increases the velocity of the bullet traveling forward. This can sometimes create better hit angles but always increases forward velocity. Though it will decrease the range as bullet drop will start faster.
The game has a very in-depth damage system that is often times overlooked.
I reserve the right to be wrong but from what i noticed during my gameplay, armor will reduce the amount of hp damage you take, while impact negation will reduce the bleeding chance and severity.
For the life of me i couldnt notice a difference in the damage taken from the plethora of objects that were so generously "impacted" over my head by burers and such.
And there areonly a few creatures which have a scripted attack such as the Burrer, Poltergeist and the Pseudogiants hulk smash. I have no idea how those are calculated because I don't understand their scripts.
Now, I wonder if similar explanation can be given for weapons and their 4 primary stats?
Additional questions:
Is Flatness translated into the accuracy stat on weapon?
What exactly is handling and what maneuvers does it impact?
Are there any general/simple rules to follow to judge weapon quality?
What is the order of importance that weapon should be upgraded? What of 4 stats should be prioritized? Is reliability any important and what does it do?
Flatness changes ballistic arc, which is why it can seem more accurate. This increases bullet velocity which increases damage albeit bullet drop will begin sooner.
Handling increases how fast you can move the weapon and still be on target. This is easiest to notice when hold from the hip.
Reliability is increadibly useful on MISERY but considering you aren't out of the safe house for days at a time, reliability isn't as useful in other game mods.