Author Topic: Damage and crafting calculations  (Read 2956 times)

Apostrophe

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Damage and crafting calculations
« on: October 10, 2019, 11:13:03 am »
Still not exactly sure how damage calculations work. For example if i have 100 damage gun with 120% crit bonus, Blindsiding, Opportunist and Expertise feats, 200 effective weapon skill and 30% special attack >

"base" damage is 100 * (1+0.7*200/100) = 240, this is the damage displayed on offense page of combat stats windows

if i hit stunned target (25% Opportunist) from stealth (15%Blindsiding) damage is 240*1.4+20(Expertise)

if i crit the same target in same circumstances damage would be 240*1.4*2.2

if i hit it with Aimed Shot (special attack?) for guaranteed crit damage would be 240(base)*1.4(opportunist and blindsiding)*2.2(crit)*1.3(special attack bonus)? or 240*1.7(opportunist, blindsiding and 30% special attack bonus)*2.2(crit)??
Or does special attack only boost special attacks that have bonus damage, for example 250% Execute feat becomes 325% (or 280% ?) How would the formula look if i crit with Execute from stealth with Blindsiding feat and some special attack modifier?



Also for example if i try to make infused leather from 160q super steel and 60q leather what quality of leather can i expect? Also if i try to make leather armor from 120q leather, 150q padding and 175q black cloth how exactly is skill requirement calculated?

TheAverageGortsby

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Re: Damage and crafting calculations
« Reply #1 on: October 10, 2019, 12:48:49 pm »
Also for example if i try to make infused leather from 160q super steel and 60q leather what quality of leather can i expect? Also if i try to make leather armor from 120q leather, 150q padding and 175q black cloth how exactly is skill requirement calculated?
Damage modifiers sit alone; if you have 30% special attack and 15% feat, it's (damage) x 1.3 x 1.15, not (damage) x 1.45.  The stacking arithmetic is why crits - especially plasma pistol crits - can be so ludicrously high.

The super steel and leather armor formulae are on the wiki; you should go check.

https://www.underrail.com/wiki/index.php?title=Blueprint:_Infused_Leather
https://www.underrail.com/wiki/index.php?title=Blueprint:_Leather_Armor

The only non-obvious bit is that if you use low-quality leather and high-quality components, the base quality is set to the highest component. For example, 24q hopper leather + 80q padding will require (0.8x80) + (0.8x80x0.1) or 71 Tailoring skill.  Add on a 140q cloth and you'd need (0.8x140) + (0.8x80x0.1) + (0.8x140x0.1) , or 131 skill.
« Last Edit: October 10, 2019, 12:51:18 pm by TheAverageGortsby »

Apostrophe

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Re: Damage and crafting calculations
« Reply #2 on: October 10, 2019, 02:03:49 pm »
Damage modifiers sit alone; if you have 30% special attack and 15% feat, it's (damage) x 1.3 x 1.15, not (damage) x 1.45.  The stacking arithmetic is why crits - especially plasma pistol crits - can be so ludicrously high.

Thanks, crafting is finally clear but for damage i still have doubts. Are all damage modifiers calulated like this, what about stacking "passive" damage modifiers from feats like Opportunist and Concentraded fire?

For example Executing stunned target from stealth is it >
a) BASE * Opportunist * Blindsiding * Execute * Some specialization points damage bonus * Crit * Special attack %

OR
b)BASE * (Opportunist + Blindsiding + Execute + Some spec points damage bonus) * Crit * Special attack %

OR
c)BASE * Execute * (Opportunist + Blindsiding + Some spec points damage bonus) * Crit * Special attack %