PC Question about glove DMG multiplier on different difficluties

Thaledwyn

New member
Hi,

I was testing glove dmg multiplier on different difficlutiesinsane.

Weapon: Lvl4 wooden club (15.6 dmg per normal hit)

Zombie: Normal Moe

Glove: Lvl5 raider glove which should give +50% melee DMG





Difficulty


DMG without glove


DMG with 50% glove


Theoretical DMG




Nomad

Player DMG 100%



15


21


22/23




Warrior

Player DMG 83%



12


17


18




Insane

Player DMG 50%



8


10


12







So the DMG is reduced twice on insane? Bug or intended?

Are there any written hints about this?

 
The bonuses are additive, and I think the difficulty multiplier is .. multiplicative.

Your level 4 club has +30% for being level 4, adding the +50% from the gloves makes that 80%. Base damage for the club is 15.6/1.3 = 12, 180% of that is 12*1.8 = 21.6 (rounding issues all around). Rest of them kinda follow, 50% of 15 = 7.5 (rounded up), 50% of 21 is 10.5 (rounded down); don't ask me about the rounding... :D

 
Did another test with lvl1 and lvl6 steel clubs on insane:

lvl1 (32.9 DMG): 16 / 24 DMG (no glove / 50% glove) => 50% DMG increase as expected

lvl6 (48.6 DMG): 24 / 32 DMG (no glove / 50% glove) => Only 30% DMG increase...

Your level 4 club has +30% for being level 4


It's disapointing and annoying if you can't trust displayed numbers and tooltips/mechanics just due to item lvl...

 
It's disapointing and annoying if you can't trust displayed numbers and tooltips/mechanics just due to item lvl...
Yup, it's a little weird, and makes crafting Q6 kinda pointless. The 5 to 6 upgrade is a couple percent on your headshot damage. I do get why it's like that, it's a simple system that doesn't scale out of control, but the numbers are a lie .. until you know how it works at least :)

EDIT: Not to confuse, I think Headshot damage is a separate multiplier though; so that part doesn't dilute the improvement. But the 5-to-6 increase is ~4% for steel club damage with 4 mods and 5/5 pummel pete.

 
Last edited by a moderator:
The bonuses are additive, and I think the difficulty multiplier is .. multiplicative.

Your level 4 club has +30% for being level 4, adding the +50% from the gloves makes that 80%. Base damage for the club is 15.6/1.3 = 12, 180% of that is 12*1.8 = 21.6 (rounding issues all around). Rest of them kinda follow, 50% of 15 = 7.5 (rounded up), 50% of 21 is 10.5 (rounded down); don't ask me about the rounding... :D
IIRC (Uhm ACCCTUAALLY) rounding rules are .5 rounds to the nearest even number.

 
IIRC (Uhm ACCCTUAALLY) rounding rules are .5 rounds to the nearest even number.
Heh, yes; scientifically so. Although I still refuse to aim for evens, it just makes no difference. However, computers don't do that by default usually, and in this case the source data is already corrupted by being subject to a number of decisions about rounding (like what precision is displayed vs saved, is the hit damage rounded or the HP pool of the zed, are some intermediate values rounded or not.. etc)

 
The main question has already been answered, but I thought I'd add this.

If you're doing an axe build, the lumberjack gloves are better than all other gloves for entity damage, as these gloves add directly to the base dmg of axes instead of a % increase of the base

 
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