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View Full Version : Armor/weapon stats (armor types and damage multipliers)



Pocari
22nd Sep 11, 8:50 AM
Since the new tools became available I thought I'd snoop around for some MP stats. Unfortunately -usepreview disables MP completely (can't even start a private match to test changes) so labbing anything is out for the moment.

I found ez stuff but I was wondering about the damage data. See this stuff listed for the bolter, for example:

damage_general 22
damage_material_multipliers
default 1
default_body 1
default_explosive 2
default_head 2,55
default_heavy_armor 0,5
default_light_armor 0,9
default_shield 0
tough_body 1
tough_head 1
tough_heavy_armor 0,5
tough_light_armor 0,9
tough_shield 0
armourshield_damage_material_multipliers
default 0,505
default_body 0,505
default_explosive 2
default_head 0,5
default_heavy_armor 0,505
default_light_armor 0,9
default_shield 0
tough_body 0,505
tough_head 0,505
tough_heavy_armor 0,5
tough_light_armor 0,9
tough_shield 0

Note that there's another entry for kraken bolts, but this is the default damage data. But now let's compare with the plasma gun:

damage_general 30
damage_material_multipliers
default 1
default_body 1
default_explosive 2
default_head 1
default_heavy_armor 0,75
default_light_armor 1,1
default_shield 0
tough_body 1,3
tough_head 1,5
tough_heavy_armor 1
tough_light_armor 1,1
tough_shield 0
armourshield_damage_material_multipliers
default 2
default_body 2
default_explosive 2
default_head 2
default_heavy_armor 0,75
default_light_armor 1,1
default_shield 0
tough_body 2
tough_head 2
tough_heavy_armor 0,75
tough_light_armor 1,1
tough_shield 0

So obviously plasma gun does more armor damage than bolter, and it looks like bolter gains more from accurate fire (headshots when armor is broken) but what are the "default" and "tough" materials and "heavy_armor" and "light_armor"? Are all these values actually used?

If you look at sm_space_marine_player.attr_pc and csm_chaos_marine_player.attr_pc, there are separate armor stats for normal armor and iron halo, like this:

armourshield_info
armourshield_material ceramite_armour
armourshield_max 100
armourshield_override_sim_material default_body
armourshield_regen_delay 7
armourshield_regen_rate 33

armourshield_info
armourshield_material energy_shield
armourshield_max 150
armourshield_override_sim_material default_body
armourshield_regen_delay 7
armourshield_regen_rate 33
required_upgrade_name mp_perk_iron_halo

So I thought maybe "tough" is for iron halo armor, but I can't find an entry to confirm it... I have no idea where the "ceramite_armour" and "energy_shield" materials are defined.

Does anyone understand this stuff yet?

Pocari
25th Sep 11, 11:57 AM
Well I realized nothing prevents me from copy-pasting MP stats to SP units so I labbed stuff and I think I can answer myself now, in case someone is interested:


default 1
default_body 1
default_explosive 2
default_head 2,55
default_heavy_armor 0,5
default_light_armor 0,9
default_shield 0
tough_body 1
tough_head 1
tough_heavy_armor 0,5
tough_light_armor 0,9
tough_shield 0
The only values here that seem to affect damage are default_body (body shots) and default_head (head shots). I noticed that setting default_explosive to 0 makes you unable to blow up fuel tanks etc. but for actual combat it's just these two. I haven't found any unit with "tough" materials so far. Note you need the values in both tables (for health and armor multipliers). I also gave some Boyz iron halo armor and I think the material just gives a different effect, the damage to it is controlled by the same default_body and default_head multipliers.


damage_general 22
damage_armourshield 0
The damage_general value is just regular damage, it takes armor first and then health as dictated by the multipliers. The damage_armourshield value causes extra armor damage (controlled by the same multipliers) that has no effect once armor is gone.