Home » FULL CONTROL GAMES » #JAFDEV Tactical Layer » JAF CtH formula (as explained by Thomas Lund)
bar10.png  JAF CtH formula[message #338910] Sun, 11 January 2015 14:06
Shanga

 
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Registered:January 2000
Location: Danubia
REFFERENCE - CtH formula (as explained by Thomas)
The answer to the CTH formula is a little bit more tricky, since its compromised of multiple calculations as you would expect.

The core formula is

CTH = (skillBonus + level) * (weaponAccuracy + penaltiesAndBonuses) / 100.0f


Lets break it down!

Accuracy for a melee weapon is its json defined accuracy. For ranged weapons its using a "damage range" calculation to get a nice curve with a separate falloff on the other side of the effective range. Here is the code

drange = range - effectiveRange;

if (drange > 0)
{
accuracy = Mathf.RoundToInt(baseAccuracy - drange * drange / (float)muzzleVelocity);
}
else 
{
accuracy = Mathf.RoundToInt(baseAccuracy - drange * drange / (float)mobility);
}

Last part of accuracy is a deduction for weapon condition if its worn down, as well as aiming bonus as defined in the json:

private static int GetAimingAccuracy(AimingMode mode)
{
return TXC.GameRulesSettings.Combat.AimingAccuracyBonus * (int) mode;
}

Aiming mode is

public enum AimingMode : int
{
Normal = 0,
Focused = 1,
Super = 2
}

The various bonus/malus are

penaltiesAndBonuses = -coverPenalty - stancePenalty - woundedPenalty - bodyPartPenalty - autoFirePenalty - energyPenalty + stanceBonus + meleeStanceBonus + sustainedFireBonus + perkBonus;


Each of those have their own formula, most of them super super simple. Takes a separate post to write them all, but most of these are defined in the GameRulesSettings.json file

Lastly the 2 perks SprayNPray and Finisher are hooked in to give their effect.

That all ends up giving a CtH %.

Then if you hit, there is a somewhat similar damage calculation done + a crit chance roll. The core damage for a ranged weapon is given by

float drange = range - effectiveRange;
int damage = 0; if (drange > 0)
{
damage = Mathf.RoundToInt(baseDamage - drange * drange / damageFalloff);
}
else 
{
damage = baseDamage;
}

[Updated on: Sun, 11 January 2015 14:07]



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