I've finally decided to try and take a stab at doing the damage calculations through the hs_combatdamage hook script, and I felt that glorious occasion deserved its own thread. Especially because changing the damage formula is something that has already been done a lot of times before. But, hey, that's good, standing on the shoulders of giants and all that.
My approach has two basic intentions: (1) incorporate all the best parts of other formula's into the new one, and (2) arrogantly try to improve on them.
Part One: Amalgamating the Good Stuff
I've been looking through a lot of threads, and while I undoubtedly missed a lot of good ideas/implementations, this is what I want to incorporate in general:
(1) From YAAM: AP ammo doesn't just affect DR, but DT as well.
(2) From Glovz's fix: The DR/DT combo of armor needs to be less punishing.
(3) From Cubik's fomula: the DT-mod should apply before the Critical multiplier kicks in, not after (because criticals only make sense as attacks that hit vital organs etc.; can't hit these if the armor stops the bullet, now can you?).
(4) From Magnus (not sure if he implemented it though): Normal throwing damage should be strength dependent.
Part Two: "Improving" the Amalgamation
One of the biggest changes I'm planning on is the way DT/DR works. The theory behind the two values of course is that DT simulates that sturdy armor stop lesser damage from getting through, while DR reduces damage that is strong enough to punch through, right? Now, this is pretty solid, but the problem (in my opinion) is in the way they are combined:
If a bullet punches through Advanced Power Armor (i.e. deals at least 19 damage), why is this damage further reduced by another 60%? After all, the damage is already reduced by a huge percentage by the DT, what explains the second damage reduction? I've read some silly rationalization about "multiple layers" of each type of armor, with DT representing the outer one, and DR the one below that, but that's of course silly (after all, even if it has multiple layers, why would one have an absolute damage reduction and the other a relative one?). It is clear that the devs (rightly) wanted both an absolute and a relative damage mod, but the reason for combining them simply escapes me.
So, the alternative I'm thinking of is this: DT does what it says it does: it's a threshold; but once this threshold gets passed, it stops playing a role and the DR kicks in to decide how much damage has been reduced by the armor. The result would be that a round dealing 18 damage against APA still does 0 damage (doesn't pass the DT), 19 damage on the other hand does (19*0.4=8) damage, instead of 1 in the old system. Some of you might disagree with this, but to me it makes sense that a round which punches through armor does at least some damage, simple as that.
This would also mean that I would change YAAM's approach of having AP ammo consecutively reduce DT and then (when the DT is "gone") lower the DR, into something which reduces both DT and DR (e.g. 10mm AP could reduce DT by 2 and DR by 20).
The second big change I'm thinking of would involve scrapping the base critical hit modifiers for different body parts (like I already alluded to in a thread in General Fallout Discussion). But I'm not a hundred percent sure how I would design this precisely.
Edit: I'll also just list some of the minor changes I'm planning on, and which I haven't seen mentioned yet:
- Lessen burst rounds of burst only weapons and raise their damage. At the moment the minigun is useful after you encounter it for approximately 5 minutes, because it can't deal with armor due to its ridiculously low damage rating (much less even than the Assault Rifle which uses the same ammo).
- make Living Anatomy affect the critical hit chance on precision hits, not base damage (why the hell would my knowledge of anatomy cause me to deal extra damage with a random hit on a bystander's shoulder?).
What do you all think about these changes?
My approach has two basic intentions: (1) incorporate all the best parts of other formula's into the new one, and (2) arrogantly try to improve on them.
Part One: Amalgamating the Good Stuff
I've been looking through a lot of threads, and while I undoubtedly missed a lot of good ideas/implementations, this is what I want to incorporate in general:
(1) From YAAM: AP ammo doesn't just affect DR, but DT as well.
(2) From Glovz's fix: The DR/DT combo of armor needs to be less punishing.
(3) From Cubik's fomula: the DT-mod should apply before the Critical multiplier kicks in, not after (because criticals only make sense as attacks that hit vital organs etc.; can't hit these if the armor stops the bullet, now can you?).
(4) From Magnus (not sure if he implemented it though): Normal throwing damage should be strength dependent.
Part Two: "Improving" the Amalgamation
One of the biggest changes I'm planning on is the way DT/DR works. The theory behind the two values of course is that DT simulates that sturdy armor stop lesser damage from getting through, while DR reduces damage that is strong enough to punch through, right? Now, this is pretty solid, but the problem (in my opinion) is in the way they are combined:
If a bullet punches through Advanced Power Armor (i.e. deals at least 19 damage), why is this damage further reduced by another 60%? After all, the damage is already reduced by a huge percentage by the DT, what explains the second damage reduction? I've read some silly rationalization about "multiple layers" of each type of armor, with DT representing the outer one, and DR the one below that, but that's of course silly (after all, even if it has multiple layers, why would one have an absolute damage reduction and the other a relative one?). It is clear that the devs (rightly) wanted both an absolute and a relative damage mod, but the reason for combining them simply escapes me.
So, the alternative I'm thinking of is this: DT does what it says it does: it's a threshold; but once this threshold gets passed, it stops playing a role and the DR kicks in to decide how much damage has been reduced by the armor. The result would be that a round dealing 18 damage against APA still does 0 damage (doesn't pass the DT), 19 damage on the other hand does (19*0.4=8) damage, instead of 1 in the old system. Some of you might disagree with this, but to me it makes sense that a round which punches through armor does at least some damage, simple as that.
This would also mean that I would change YAAM's approach of having AP ammo consecutively reduce DT and then (when the DT is "gone") lower the DR, into something which reduces both DT and DR (e.g. 10mm AP could reduce DT by 2 and DR by 20).
The second big change I'm thinking of would involve scrapping the base critical hit modifiers for different body parts (like I already alluded to in a thread in General Fallout Discussion). But I'm not a hundred percent sure how I would design this precisely.
Edit: I'll also just list some of the minor changes I'm planning on, and which I haven't seen mentioned yet:
- Lessen burst rounds of burst only weapons and raise their damage. At the moment the minigun is useful after you encounter it for approximately 5 minutes, because it can't deal with armor due to its ridiculously low damage rating (much less even than the Assault Rifle which uses the same ammo).
- make Living Anatomy affect the critical hit chance on precision hits, not base damage (why the hell would my knowledge of anatomy cause me to deal extra damage with a random hit on a bystander's shoulder?).
What do you all think about these changes?