F2 dmg formula discrepancies.

Mulligun

Still Mildly Glowing
I'm trying to check how does tha damage is calculated in F2 so i prepared an excel sheet to implement the formula presented on the Cubik's site (Różności->Algorytm obliczania damage w Fallout 2). Unfortunately the in game dmg if completely different then the dmg calculated in the sheet. For e.g. I set 10mm pistol to 10 dmg (min==max=10) and on completely no-armor male villager i got in game 9 dmg for JHP, 5 for AP ammo while the sheet tells i should respectably be 15(JHP) and 20(AP). I'm testing on F2 SFall from steam with original F2 dmg formula set in ddraw.ini DamageFormula=0.
I've also checked the algo on non sfall F2 (v 1.01 ENG) ang there are still this discrepancies...
 
Setting DamageFormula=0 is enough, and make sure you don't have any edited ammo protos in folder.
 
Setting DamageFormula=0 is enough, and make sure you don't have any edited ammo protos in folder.
Sorry dude but setting DamageFormula=0 ISN'T enough! As i've told I've checked and here are relults: Orginal F2 v1.02 (without SFall): 10mm pistol dmg max==min==10(on no-armour villager dude): 15-JHP, 6-AP, F2 SFall: 9-JHP, 5-AP!!!???
 
Don't know how you set up or install your game. I just tested my game (US 1.02d) and got the same result (dmg modified 10mm pistol and vanilla ammo protos: 15 - JHP & 5 - AP) with and without sfall.
 
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I'm trying to check how does tha damage is calculated in F2 so i prepared an excel sheet to implement the formula presented on the Cubik's site (Różności->Algorytm obliczania damage w Fallout 2). Unfortunately the in game dmg if completely different then the dmg calculated in the sheet. For e.g. I set 10mm pistol to 10 dmg (min==max=10) and on completely no-armor male villager i got in game 9 dmg for JHP, 5 for AP ammo while the sheet tells i should respectably be 15(JHP) and 20(AP). I'm testing on F2 SFall from steam with original F2 dmg formula set in ddraw.ini DamageFormula=0.
I've also checked the algo on non sfall F2 (v 1.01 ENG) ang there are still this discrepancies...

Dmg: 15 with Jacketed Hollow Point ammo, 20 with Armor Piercing ammo all on unarmed target?! srsly you expect hollow point to do worse than armor piercing on an *unarmored* target?!

I do assume you did input multiple samples to your spreadsheet and not just a single shot per each category.. because.. you know.. damage fork and RNG right?!

Is this the reason You asked for Vad's editor support for Polish 1.02? You somehow consider it superior to original because some spreadsheet calsulations don't work for you on the US version?

Samira Do You now understand what I ment in the other thread about Polish-Fallout-Comunity/ fanbase?
Mostly it's just a bunch of Oniony Jonases with overblown self esteem.

@NovaRain
If the damage calculations are correct with sfall modification, isn't AP ammo too weak? I mean Your 15 JHP and 5 AP is quite a missmatch. i always wondered why armor piercing ammo did only half of the damage of standard ball ammo i mean all ball ammo does is simply pierce the target it doesn't fall apart inside target like JHP, and therefore AP ammo should doo full damage ( AP dmg modifier 1/1 and not 1/2 ).
The original damage modifier for .223 FMJ Sepose to be 3/2 and not 1/1, it may not fall apart, true, however it tumbles when it enters tissue just like 5,56 NATO wich is more or less the equivalent version of .223 . the ammo would be OP as 5.56 is in reality, with it's Damage Resistance modifier, because it can pierce and it also tumbles inside tissue for extra damage. Also 7,62 NATO is more or less an eqivalent of .308 Caliber, henceforth DKS Sniper Rifle should use 7,62 NATO as it was originally chambered for .308 . so it's easier to adjust it to 7,62 NATO than to .223 . at least no barrel exchange would be nessecary.

The tumbling fact was brought to me by my cousin who owns a gun license and an AR chambered for .223. He read tons of articles on the gun befor he bought it and did a tons of teests with large pork chunks at the gun range. So it is true that bullet enters body at one place and exits somwhere completely different than expected, ( as if the line of shot was not straight).
 
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If the damage calculations are correct with sfall modification, isn't AP ammo too weak?
The test with sfall is done with DamageFormula=0 (i.e. use vanilla formula) to check what Mulligun posted.
I guess there might be another copy of ddraw.ini in the virtualstore due to Windows UAC, if yes it's normal that editing the one in game folder doesn't have any effect.
 
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Don't know how you set up or install your game. I just tested my game (US 1.02d) and got the same result (dmg modified 10mm pistol and vanilla ammo protos: 15 - JHP & 5 - AP) with and without sfall.
Ok so You are testing it on orginal, non SFall game version? And if so - yes on non SFall version the damage is a You've written and the same as in sheet. But in case of SFall version the damage isn't coherent with the sheet! I've checkt it x times!
 
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