The only difference for slingshots is the minimum pulling time, which is 0.25 seconds, resulting in a minimum damage of 40.625%. Since an arrow can only be launched after 0.3 seconds, this means that the minimum damage of an arrow is 43.75%. An arrow's damage starts at 25% at 0 seconds, and increases linearly up to 100% at 1.2 seconds. The minimum pulling time to shoot an arrow with a bow is 0.3 seconds and the maximum damage is reached after pulling for 1.2 seconds. Note: all values were taken from the raw damage values of the blueprints in the dev kit. Pump-Action Shotgun (per pellet, 14 per shot)Ĭharged Tek Sword attack(Tek Gauntlets(Charged)) Longneck Rifle ( Shocking Tranquilizer Dart) With its torpor gain multiplier of 3.75, it will now do 22.5 torpor per hit. The Percent Torpor Gain is based on the % Melee Damage Attribute of both the weapon used, as well as the player using it.įor example, a Ramshackle Wooden Club with 120% damage will do a base damage of 6. However, the damage against the fleshy body of the organisms stays the same across all of them.Īgainst unarmored bodies, the damage weapons do per shot/attack is listed in the following table. Many creatures also take additional damage if you hit them in the head, with differing multipliers. For example, you only deal 20% damage against a Carbonemys' shell body part. Ignoring armor, Weapons may deal different amounts of damage depending on where you hit a certain creature. However, after factoring in the Base Damage this assumption turns out to be wrong: Regarding a Tyrannosaurus and a Carnotaurus with a Melee Damage of 230% and 270% respectively, one could assume that the Carnotaurus would deal more damage. Higher Melee Damage does not necessarily mean higher resulting damage. This may lead to confusion of the player because it does not seem obvious that Melee Damage is not the only Attribute affecting the damage. The difference between Base Damage and Melee Damage is that only the latter can be seen ingame. Disregarding Armor, resulting damage is calculated by multiplying the Base Damage, an absolute number, by the percentage coming from the Melee Damage Attribute.
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