Home » FULL CONTROL GAMES » #JAFDEV Modders Corner » Weapon stats testing with charts
Weapon stats testing with charts[message #336897]
||Tue, 21 October 2014 17:23 |
||Lately, i've been working on a raw google doc spreadsheet to allow modders to play with weapon stats and see what they do on charts, like those you can see ingame.
From the info FC gave us, i could make "weapon accuracy" and "chance to hit". I managed to find the damage formula too, very similar to the weapon accuracy, so i made a "damage" chart too.
Here is the google document, anyone can edit it, so feel free to play with it, or better, copy it and mess with it on your side.
JAF Weapon stats testing
- The "merc" and "situation" cells only affect the CTH calculation (via marksmanship, level, boni, penalties)
- Under "Weapons", you can edit 3 different lines, each one for a different weapon or setting to compare with each other. The charts show those 3 weapon behaviors with matching colors.
Base_Accuracy - (Range-Effective_Range)^2/Muzzle_Velocity
Base_Accuracy - (Range-Effective_Range)^2/Mobility
Effective Range is where the weapon is most effective.
Muzzle velocity defines how quickly the accuracy will decrease when shooting further than the effective range.
Base Accuracy is the accuracy of the weapon.
Mobility is how mobile your weapon is. Bigger guns usually have lower mobility that gives a penalty the closer the target is.
Chance to hit
Chance to hit =
Marksmanship and Merc_Level speaks for itself.
Weapon_Accuracy has its own formula dependent on weapon type and attachments.
Penalties can be i.e. injuries, morale, automatic fire or damaged gear etc.
Bonuses can be i.e. stance, scope or gear etc.
Base_Damage - (Range-Effective_Range)^2/Damage_Falloff
Base_Damage is the damage value of the weapon
Damage_Falloff is the Damage Falloff value of the weapon, of course, but beware, higher the better (damage falls slower with distance)
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