Very sure this is wrong.Boidster: Doctor, it hurts when I do this <solves polynomial equation>
Doctor: Well, don't do that.
Gazz (I think) has said previously not to use CM to test out the RNG system. If I remember correctly, a few months back I used 'giveself' and it also showed unexpected results especially if quantity>1. The only way I got results consistent with the expected ranges was to load up on mats and run 20 workstations crafting weapons.
Here's part of the XML (items.xml) which governs SMG attributes:
<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
If I'm reading it correctly, a T3 SMG has a damage modifier value calculated like this: [-0.15 to +0.15] + [0.1 to 0.5] + [0.1 to 0.5]
And a T4 would be: [-0.15 to +0.15] + [0.1 to 0.5] + [0.1 to 0.5] + [0.1 to 0.5]
So the range of modifiers is:
T3: from (-0.15 + .1 + .1) = +0.05 to (0.15 + .5 + .5) = +0.85
T4: from (-0.15 + .1 + .1 + .1 = +0.15 to (0.15 + .5 + .5 + .5) = +1.35
Putting that together with 9mm Ball ammo's base entity damage of 32 gives you the actual damage range you could see:
T3: from (32 x 1.05) = 34 to (32 x 1.85) = 59
T4: from (32 x 1.15) = 37 to (32 x 2.35) = 75
Quite a range and quite an overlap. Too much overlap, IMO.
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The fist line adds a random value between -15% and +0.15% (because a range is given without qualifer).
The second line adds a fixed value dependant on tier qualifier. So tier3 adds 20% fixed and tier4 adds 30% fixed
I already tested this interpretation empirically a few weeks ago and it showed exactly the +-15% variation in each tier
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