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Damage type bonus
Different ammo and weapons do different types of damage, and some of these have bonuses.
Type | Vs Shields | Vs Hull | Damage text color | Data/client/ini/fc_cpit.ini definition |
---|---|---|---|---|
Plasma | x1.2 | x1.0 | Violet | VictimDamagePlasma / FA_VIOLET |
Chemical | x1.0 | x1.2 | Green | VictimDamageChemical / FA_GREEN (this is shared between Chemical and Repair) |
EMP | x1.0 | x0 | Light Blue | VictimDamageEMP / FA_LIGHT_BLUE |
Energy | x1.0 | x1.0 | Yellow | VictimDamageNormal / FA_YELLOW (this is shared between Energy, Explosive, and Impact) |
Explosive | x1.0 | x1.0 | Yellow | VictimDamageNormal / FA_YELLOW (this is shared between Energy, Explosive, and Impact) |
Impact | x1.0 | x1.0 | Yellow | VictimDamageNormal / FA_YELLOW (this is shared between Energy, Explosive, and Impact) |
Critical | x2.0 | x2.0 | Red | VictimDamageCritical / FA_RED |
Repair | x1.0 | x1.0 | Green | ShieldDamage4 / FA_GREEN (this is shared between Chemical and Repair) |
Understanding damage numbers
The numbers you see above enemies as you shoot them indicate the total damage done plus the adjustment due to deflects
When calculating pre-deflect damage you may end up off by one, this is due to how decimal results are formatted for display.
Damage Formula
Damage (the numbers you see) is calculated like so:
(base damage) * (damage modifier) * (resist modifier) * (type-specific bonus.)
* Critical hits are a 2x multiplier on damage.
Base damage
This is the number listed on the weapon or ammo. e.g. vendor Zet Rocket is 1030 per round. 200% ghost's edge is 1089.
Damage Modifier
The base damage modifier is 1.0. The following things effect the damage modifier:
- Each level of weapon skill after level 1 adds 0.25. (+2 at level 9)
- “Enhance” buffs, e.g. Intolerance, AWCS, Sting device, Seal of the Dragon
- combat cloak adds +2 to damage modifier for beams only.
Examples:
- character with Lv9 weapons, Intolerance device has a 3.40 damage modifier (1.0 + 2.0 + 0.4)
- same character with combat cloak has a 5.40 damage modifier (1.0 + 2.0 + 0.4 + 2.0)
Turbo
Turbo impacts your overall DPS by reducing the delay shots. It is applied as a simple modifier: 40% turbo increases your DPS by 40%. It does not change the damage numbers you see in game.
Stacking turbo is additive, so if you have 40% + 20% + 12% + 5% you will do 77% more damage per second. If you have 40% and 40% they will not stack
A 200% lv9 Zet firing 100% ammo with 100% critical hits does 803 DPS.
- If you add 40% turbo, it does 1124 DPS.
- If you add 40% enhance, it does 910 DPS.
- If you add both, it does 1273 DPS.
Resists Deflect modifier
The deflect modifier is calculated as:
(deflect stat / -100) + 1.0
Every NPC has an innate deflect stat for each damage type, there are also many items and skills which reduce target deflects by certain amounts. For devices, the exact amount is listed in the hover text. Lv5 and Lv7 Gravity Link reduce Explosive and Impact deflects by 30.
The deflect modifier can be negative, in which case the target is healed instead of taking damage. In testing with a mob that has no innate deflect, the deflect stat appears to cap at -72. It is not currently known if this cap is the same for all NPCs, or if it is relative to their innate resist.
The modifier for damage dealt generally falls into one of three ranges:
- <0: the target may heal instead of taking damage.
- 0 to 1: the target will resist a portion of the damage dealt.
- >1: the target will receive extra damage due to weakness.
It is not clear if mobs will always heal for negative deflect modifiers or if this is a flag which is enabled for certain mobs only.
At or above 100 deflect, a NPC will take no damage from a certain damage type and may heal. If you debuff them below 100 deflect, they will take damage, however it is likely that there is a better damage choice for you to use.