[Logo]
 
  [Search] Search   [Recent Topics] Recent Topics   [Members]  Member Listing   [Groups] Back to home page 
[Register] Register / 
[Login] Login 
Damage and medic weapon  XML
Forum Index -> Druids RPG
Author Message
Moof

Wicked Sick!
[Avatar]
Joined: 06/24/2006 19:42:44
Messages: 433
Location: College Park, MD
Offline

Does damage bonus increase the amount of healing done?

Moof, Scholar of Ni

Moof (W); Dr. Moof (M); Engimoof (E); Moofgineer (E beta)
[Yahoo!] aim icon [ICQ]
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

It depends. The healing weapons are like piercing - they get the maximum out of the original damage or the damage after modifiers.

So, in general terms, if you are healing someone with more DR than you have DB, it will ignore DB and DR.
If you are healing someone with lower DR than your DB, then the DB does help.
Moof

Wicked Sick!
[Avatar]
Joined: 06/24/2006 19:42:44
Messages: 433
Location: College Park, MD
Offline

Okay, so I'll gun for 50 DB soon then. Thanks.

Moof, Scholar of Ni

Moof (W); Dr. Moof (M); Engimoof (E); Moofgineer (E beta)
[Yahoo!] aim icon [ICQ]
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

I would max out your weapon speed first, if you haven't already, as the DB only gives you 0.5% per point, whereas weapon speed is 1% per point.
Moof

Wicked Sick!
[Avatar]
Joined: 06/24/2006 19:42:44
Messages: 433
Location: College Park, MD
Offline

Have it

My medic isn't intended to be a full time char, just backup healing. WS 50, HB 50, loaded healer 3, exp healing 5. Not sure what to get next, regen 1 or DB 50.

Moof, Scholar of Ni

Moof (W); Dr. Moof (M); Engimoof (E); Moofgineer (E beta)
[Yahoo!] aim icon [ICQ]
KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
Offline

Actually, it is not Piercing. It actually performs the damage formula again with the only modifier being Damage Bonus, and then percent-ing it based upon the Healing modifier. This is done, I believe, to negate both damage reduction and amplification. I am not positive on this point, but I think it also smokes amplification from Double and Triple Damage (anyone witness to otherwise?), at least when healing.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

Rather than 'piercing' meaning going through armour, I was refering to how the Piercing weapons calculate how much damage they are doing i.e. calculating with DB/DR etc, and comparing against the Original Damage the weapon would have done without DB/DR, and choosing whichever is the highest. For the medic weapon, this is only for the healing damage.

For damage against opponents it is a standard non-piercing weapon, with a 6*1% damage bonus added on. So the DB/DR always apply there.
Icey

Killing Spree
[Avatar]

Joined: 06/15/2006 11:28:24
Messages: 56
Location: Orlando, FL
Offline

I'm not sure whether this is because I'm always healing people who have their DR maxed out, but my weapon of choice is a flak cannon. All this time I've been healing others, it seems to be for 27-28 health. My damage bonus is 50 (25%) so I would of expected it to of gone up a little bit. Though, I have been healing myself for a little bit more with splash damage.

Am I really just healing people that have higher DB than I have DR, or does the increased healing only work for certain weapons, perhaps non-splash weapons like the minigun?

If Tom has 5 Apples and Suzie has 7 apples, how tall is Matt? (There is a real answer to this question)

Extra Credit: How much wood can a peckled pepper picker chuck on a seashore?
[Email] [MSN]
KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
Offline

Oh! Excuse me! I read the code wrong! It is just like a piercing weapon, to all foes O.o. The part I saw used the variable DamageBonus, which I thought was referring to the DB stat, but was actually talking about the Healing weapon's DB-per-point.

Flak shells should heal for 27 flat with no other modifiers (no DB, no Triple, no Double).

After looking through the code involving all of the steps taken to control damage, I never want to do so again. My head will probably explode.

But as far as I can tell, yes, DR and DB affect how much is healed, but it will never go below the totally unmodified amount. Being as how you have a DB of 50, it should cancel out others' DR of 50. Putting more than 50 DB is a sure-fire way (well, except for Advanced DR on the recieving side, I don't hope) to increase the amount you heal.

Being as how DR affects the amount healed, I think the formula should be redone to ignore DR when healing.
320

Wicked Sick!

Joined: 10/11/2005 21:28:38
Messages: 605
Offline

Okay I'm stupid so please type slowly.

Is the medic weapon piercing or not piercing against foes?

Also, on a related topic, does anyone know anything about pet dmg output? Do pet stats correlate to player stats? I.e. does the pet get my DB/DR or DB/DR based on my level? Or my health bonus, etc. Also, is pet dmg piercing?

Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

320 wrote:
Is the medic weapon piercing or not piercing against foes?
 
Not piercing
KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
Offline

Szlat wrote:

320 wrote:
Is the medic weapon piercing or not piercing against foes?
 
Not piercing 

Yes piercing.

Code:
function NewAdjustTargetDamage(out int Damage, int OriginalDamage, Actor Victim, vector HitLocation, out vector Momentum, class<DamageType> DamageType)
 {
 	Local Pawn P;
 	local int BestDamage;
 	local int HealthGiven;
 	local int localMaxHealth;
 
 	//sup up the damage a bit
 	if(damage > 0)
 	{
 		Damage = Max(1, Damage * (1.0 + DamageBonus * Modifier));
 		Momentum *= 1.0 + DamageBonus * Modifier;
 	}
 
 	BestDamage = Max(Damage, OriginalDamage);

That's the beginning of healing, and this is the beginning of piercing:
Code:
function NewAdjustTargetDamage(out int Damage, int OriginalDamage, Actor Victim, vector HitLocation, out vector Momentum, class<DamageType> DamageType)
 {
 	if (!bIdentified)
 		Identify();
 
 	if(damage > 0)
 	{
 		Damage = Max(Damage, OriginalDamage); //smokes any reduction. This wont affect reduction because of skills though.
 		//if I Ever think of coding up a "skill" that does damage reduction, I'll have to do math
 		// here to increase the damage up enough that the reduction results in nothing.
 		Damage = Max(1, Damage * (1.0 + DamageBonus * Modifier));
 		Momentum *= 1.0 + DamageBonus * Modifier;
 	}


Healing is *almost* piercing. It could be considered post-piercing. The only difference between those two pieces of script is that Piercing applies its modifier after the reduction-smoking, and Healing applies its modifier before it. But regardless, it will never do less than its base damage.

After saying Piercing so much you begin to question whether it is a word...
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

Not piercing.

Looking at the code you pasted, Healing does
Code:
BestDamage = Max(Damage, OriginalDamage);
whereas Piercing does
Code:
Damage = Max(Damage, OriginalDamage); 

The difference is that the amount of damage done to enemies is determined by Damage not by BestDamage. BestDamage is just used internally by the healing code to work out how much health to restore.
KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
Offline

...I hate it when I'm stupid...
 
Forum Index -> Druids RPG
Go to: