dzxmsf
Refugee
- Version
- V3
- Platform
- Windows
Let me use the .44 Magnum as an example.
ammo44MagnumBulletBall:70
ammo44MagnumBulletHP:77
ammo44MagnumBulletAP:84
Their ratios to one another are 100%, 110% and 120%.
Next, I will list the code for setting physical damage for the revolver:
<passive_effect name="EntityDamage" operation="base_add" value="-5" tags="perkGunslinger"/> <!-- damage offset -->
It adopts the damage distribution method of "base_add"
With this factor taken into account, the ammo damage values become 65, 72 and 79 respectively
At this point, the proportional ratios between the three are 100%, 110.77% and 121.54% respectively.There is a slight breakdown in numerical balance
Next, let's take a look at the more powerful DesertVulture:
<passive_effect name="EntityDamage" operation="base_add" value="20" tags="perkGunslinger"/>
With this factor applied, the ammo damage values turn out to be 90, 97 and 104 respectively
At this time, the ratios among the three are 100%, 107.78% and 115.56% respectively.The numerical balance suffers a more severe imbalance
I will then list gunRifleT3SniperRifle, which has an even larger damage variation range:
<passive_effect name="EntityDamage" operation="base_add" value="53" tags="perkDeadEye"/>
Its damage values with different ammunition are 100, 105 and 112 respectively, with ammo damage ratios of 100%, 105% and 112% accordingly
Why does this situation occur? This is because it uses the "base_add" damage calculation method. This integer-based increment only boosts base damage and does not feature percentage-based damage scaling at a fixed ratio.To maintain numerical balance, the correct damage calculation method should be "perc_add".
This also leads to an extremely ironic scenario in the game:




Why is the damage of gunShotgunT3AutoShotgun decreasing instead of increasing? I can’t stop laughing.

10.1×10>175
ammo44MagnumBulletBall:70
ammo44MagnumBulletHP:77
ammo44MagnumBulletAP:84
Their ratios to one another are 100%, 110% and 120%.
Next, I will list the code for setting physical damage for the revolver:
<passive_effect name="EntityDamage" operation="base_add" value="-5" tags="perkGunslinger"/> <!-- damage offset -->
It adopts the damage distribution method of "base_add"
With this factor taken into account, the ammo damage values become 65, 72 and 79 respectively
At this point, the proportional ratios between the three are 100%, 110.77% and 121.54% respectively.There is a slight breakdown in numerical balance
Next, let's take a look at the more powerful DesertVulture:
<passive_effect name="EntityDamage" operation="base_add" value="20" tags="perkGunslinger"/>
With this factor applied, the ammo damage values turn out to be 90, 97 and 104 respectively
At this time, the ratios among the three are 100%, 107.78% and 115.56% respectively.The numerical balance suffers a more severe imbalance
I will then list gunRifleT3SniperRifle, which has an even larger damage variation range:
<passive_effect name="EntityDamage" operation="base_add" value="53" tags="perkDeadEye"/>
Its damage values with different ammunition are 100, 105 and 112 respectively, with ammo damage ratios of 100%, 105% and 112% accordingly
Why does this situation occur? This is because it uses the "base_add" damage calculation method. This integer-based increment only boosts base damage and does not feature percentage-based damage scaling at a fixed ratio.To maintain numerical balance, the correct damage calculation method should be "perc_add".
This also leads to an extremely ironic scenario in the game:




Why is the damage of gunShotgunT3AutoShotgun decreasing instead of increasing? I can’t stop laughing.

Post automatically merged:

Post automatically merged:
10.1×10>175
- Reproduction Steps
- I love TFP❤♥♥
- Link to Logs
- https://pastebin.com/
- Link to Screenshot/Video
- https://pastebin.com/