Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The fallen angel the ghost and the one that shoots that purple stuff.
It probably not implemented yet is my guess. I cant be sure but other threads have talked about it and the devs are working on combat mechanics currently for the next patch.
Any bonuses (like the +40% of the shield, being behind cover, and other skills/abilities) are applied on the base evasion of your armor. So with no armor, you get 20 + 40% = 28, which is subtracted from the enemy's accuracy. If you wear a camo vest, the base value goes up to 35, so with the 40% bonus you can reach a whopping 35 + 40% = 49 evasion, without any skills.
One thing to note: The minimum hit chance is 20%. Also, remember that even at 20%, they will still hit 1 in 5 times, more or less.
Remember that as soon as you turn your back to run, they get the flanking bonus.
Click the enemies and check their hit chance. If it's low and you still get hit more often than not, contact our support and we'll investigate the issue, as it shouldn't happen.
Thanks
1. Can you please explain how armor works? What does having armor +1 mean?
2. In the combat update will we get access to all the values per character?
a) Damage
b) Hit chance
c) Evasion
d) Attack speed
e) Range
3. If we get access to those values will it show the updated numbers depending on the weapon they weild? For example, if we put a pistol and they have "[pistol] +15% damage" traits then the Damage to be increased by 15%?
The armor is directly subtracted from the damage, with a minimum of 1 damage per attack. This means that armor is more effective against fast, low damage attacks than it is against slow, high damage attacks. This is reflected in the "DPS vs armor" value that is shown for weapons (this value is shown for convenience, it's just a calculation based on damage and attack speed).
Base armor value depends on the equipped armor item, 0 if no armor is equipped. Any bonus (+10%) is applied based on that armor value, so having a +300% armor value is useless if the base armor is 0.
For all the stats, check the files in the OriginalConfigs folder, open them with notepad++ or something so that it's easier on your eyes. You can also make a blank mod, and import the default config files just so that you can actually tweak the values and play as you see fit. I've tweaked mine so that the food output at higher tiers is more...reasonable. I mean, for 5 wheat and 1 wood I get 3 loaves of bread, but if I spend 5 wheat, 1 wood, -and- 5 tomatoes, I only get 1 sandwich? And it takes longer to make too?
Not sure if inept cooks or former executive manager at work...someone somewhere got a whole lot of kickbacks even in the middle of apocalypse. -.-