Last Update 22.08.06 11:55 PM GMT; Changed title so that this isn't confused with cataloguing the 1.5 -> 1.51 changes. Those'll come in time. Not now, though.
Okay, as a code monkey I've been looking through the decompiled .LUAs for 1.5 after several glorious hours of playing tonight.
Here's some goodies that put the 1.5 changelog into a perspective that can be understood, before there's an outcry of millions of voices to know exactly what's going on. This is not commentary or discussion of balance, but rather a statement of facts and code to quantify statements from the changelog that lacked numbers.
Some numbers, mainly DPS, are not exactly precise due to sometimes winging the calculations in my head instead of recreating DPS values for each individual accuracy / penetration value, so take them as a general guideline, not specific canon for pure number-crunching.
Comment and shout out if you spot new changes and the like, or if anything's missing or wrong. Any questions that you want addressed, shout them out in the thread.
1) Assault Terminator Stun
-- It's been reduced from to 10% chance per hit from the original value of 100%. Damage has been buffed ~25% as a result.
2) Eldar Long Rifles
Originally Posted by space_marine_thunder_hammer.rgd
-- Their purpose is to provide utterly absurd morale damage per hit. The Tier-scaling they mention is through replacing their long rifles with a new one with each Infantry Accuracy Upgrade. To see practical damage values for each Rifle, consider that its piercing versus most infantry is ~40%. For practical morale damage per hit, consider that most infantry take 50% of a given weapon's morale damage value. Now multiply by 8 cloaked Rangers.
Accuracy 100%, setup time 2 seconds, reload time 5 seconds.
Eldar Long Rifle Stats through Tiers
Originally Posted by eldar_long_rifle.rgd
Originally Posted by eldar_long_rifle_tier_2.rgd
Originally Posted by eldar_long_rifle_tier_3.rgd
3) Sergeant / Aspiring Champion Power Fists and Power Swords
-- The damage values and armor penetration for Power Swords and Power Fists have been altered across the board so that they're nowhere near the 100+ DPS monsters of yore. In reality, fully buffed Sergeant/AC Power Fists fall somewhere around 30/40 DPS to vehicle_med. Sergeant/AC Power Swords are something like 15/25 DPS tops.
3a) Space Marine Heroes, Power Swords, and Hero Upgrades
-- Space Marine Power Swords for their heroes have been reduced in damage output from 150+ DPS down to ~60 DPS. The Librarian does 40 DPS to vehicle_med with his Power Sword, though. The Power Fist upgrade boosts the Force Commander's Power Sword DPS by 20% to ~72 DPS.
Default Hero Weapons Compared to Power Swords
Something to keep in mind is that the Power Swords upgrade completely replaces the Daemon Hammer, Crozius Arcanum, and Force Weapon for the heroes with Power Sword weapons. This is significant in the fact that the Daemon Hammer and Crozius Arcanum, in addition to significantly higher damage to certain armor classes, have chances to stun and immobilize units, much like Skull Probes. There is a 25% chance of disabling abilities for 3 seconds, 50% chance to disable movement for 2 seconds, 50% chance to disable combat for 4 seconds, and these are identical chances on both the Daemonhammer and the Crozius Arcanum. Those weapons have 100% accuracy, but have a 1.5 second reload time and the Daemonhammer has a 1 second setup time. By comparison, Power Swords have 80% accuracy, no setup, and a 1.5 second reload time.
Also, Hero Veteran Upgrades boost the damage of the base weapons of the Space Marine Heroes, NOT their Power Swords. There is a boost of +15% damage for first upgrade, +20% more for the second, in addition to the usual effects of better health and health regeneration rates. The end result after both upgrades is a total +38% damage across all armor types, bringing vehicle damage up to Power Sword levels, and greatly out-damaging Power Swords in all other armor classes.
This damage potential and chance to stun creates significant incentive to not invest in Power Swords early on so that one can reap the benefits of higher damage in the long run.
4) Changes to Scaling Upgrades for Tier 1 Units
-- Due to the Tier 1 buff to damage and HP, many upgrades for Tier 1 units were changed so as to not over-upgrade them for later Tiers.
Each race and their scaling upgrades.
4a) Marine Bionics Alterations
-- Scouts and Tactical Marines now receive only a 35% buff to total HP, bringing them up to a final HP value of 547 HP (Tac Marines, from 405 original) and 385 HP (Scouts, from 285). Assault Space Marines only receive a 25% buff, going from 465 HP to 581 HP after Bionics. Terminator and Assault Terminator benefits are unaltered.
4aa) Marine Target Finders Alterations
-- Assault Space Marine Chainswords now only get a 25% buff instead of a 50% buff. Tactical Marine Bolters also now only get a 25% buff. A bunch of other heavy weapons now only get a 50% boost instead of a 65% boost, but that really means nothing; in-game limits on damage buffs reduce any bonus over 60% back down to 50%.
4b) Eldar Infantry / Accuracy Upgrades
-- For the most part Tier 1 unit boosts are 15% instead of 25% in 1.41. This applies for both upgrades. Tier 2 unit boosts are still 25%. This applies for both upgrades.
4c) Call of War changes
-- Banshee health and damage is boosted 33% instead of 50%. This brings total health and damage to the same level that 1.41 Call of War brought Banshees to in Tier 2.
4d) Ork Health / Damage Boost changes
-- Completely unchanged from 1.41. This means that all the Tier 1 buffs are further magnified in Tier 2.
(Okay, I lied. There was one change - Shoota Boy Big Shoota heavy weapons are now only boosted 35% by More Blastier, not 50%.)
4e) Imperial Guard upgrade changes
-- Go look at item 13. The gist of it is that nothing's changed.
4f) Chaos Damage and Accuracy Scaling Changes
-- You mean to tell me that Chaos units have an upgrade to make them scale?
No, it's Purge the Weak! When researched, Aspiring Champions give off a "Fear Aura" which boosts the HP of all members of their squad by 100, much like an IG Priest. Also, Chaos Heavy Weapons upgrade, in addition to granting Cultists 5 weapons and CSMs/Raptors 4, gives a 50% boost to CSM Heavy Bolter damage.
5) Tankbustas Don't Cloak Anymore
-- That was a kick in the pants for me, too.
5a) Tankbustas are Attachable Now
-- Now you too can do the Big Mek TB Teleport! Zzzap those tanks!
5b) Tankbusta Rokkit Launcha Reload Time Buff
-- Tankbustas now reload their Rokkits in 5 seconds instead of 6 seconds, further increasing their damage output.
6) Dark Reaper Fire-On-The-Move Accuracy Decrease
-- Dark Reapers now lose 30% of their accuracy on the move, compared to 20% before the patch. This brings their base accuracy (60%) down to 30% on the move.
Fleet of Foot and You: Fleet of Foot's 50% accuracy drop happens after movement penalties are applied, so FoF Reapers on the move have 15% accuracy.
Reaper Launcher Data
Originally Posted by eldar_reaper_launcher.lua
7) Curse of the Machine Spirits (also CotMS)
-- Shuts down all weapons on a vehicle and changes its armor type to infantry_heavy_high. This effect lasts for 20 seconds. It recharges in 45 seconds. It has a range of 40, equivalent to a Heavy Bolter. This does not prevent vehicle movement, though. There is also no chance that the spell will backfire or cause damage to the caster. It is a risk-free ability, unlike Strip Soul or Lightning Arc.
You cannot target your own units or allies, only enemies. Unverified, but probable that abilities like Strip Soul and Mindwar work on Curse'd vehicles due to those abilities filtering targets by armor class, not unit.
EDIT: Land Raiders and Baneblades are changed to vehicle_med armor class for the duration of the ability, not infantry_heavy_high. These are the only exceptions. A Squiggoth is not a vehicle and cannot be targeted by CotMS, even though it is repairable.
Originally Posted by guard_curse_machine_spirits.lua
8) Rhino Smoke Launchers
-- They reduce ranged damage and morale damage taken by 50%, in a radius of 20, for a duration of 30 seconds. The ability recharges in 90 seconds. Don't forget that the bonus stacks with cover in a multiplicative way (i.e. 50% less from Heavy Cover and 50% less from Smoke = 75% less ranged damage total). Two Smoke grenades stack on top of each other to provide -75% ranged damage as well.
8a) Rhino Troop Capacity
-- It's been buffed to hold three squads per Rhino. They don't shoot lasguns out the sides, though.
8b) Rhino Support Cap Usage
-- Space Marine Rhinos do not use Support Cap. Chaos Rhinos DO use 1 Support Cap.
9) Imperial Guard Thermo-Plasma Generators Power Gift
-- IG Thermo Gens now give 100 power when built. Hooray!
10) Vindicare Assassin Exitus Rifle - Hero-Killer, Bloodthirster-Smiter.
Originally Posted by guard_thermo_plasma.rgd
-- We know that it does 1100-1300 damage a hit now. However, there was a little value adjusted in the .LUAs that makes the Vindicare Assassin a must-have in Tier 3/4. Recall that Bloodthirsters and Squiggoths are monster_high armor. Previously, the armor penetration value for the Exitus Rifle against that armor type was 0. Not in 1.5 - it's 100%. With the Exitus Rifle Scope activated, the Assassin has 15 seconds to plug away at that Squiggoth or Bloodthirster at the sound of 1650 - 1950 damage per hit. With a 7-second reload time, that's just enough for two solid shots when that scope is activated. Also, the Exitus has 45 range base, and when the Scope is activated, the range is doubled to a value of 90.
11) Ork Waaagh Bonus from Ork Settlement
Originally Posted by guard_exitus_rifle.lua
-- I don't know how the code works on this one, but the effect is obvious - Orks now begin the game with 15 Waaagh already accumulated, instead of starting from 0 Waaagh and waiting for it to build up to queue their starting Slugga squads.
12) Stormboy Stikkbombs
-- They do 75-80 damage guaranteed to all infantry armor types. Range of 20, recharge of 75 seconds, radius of 4, minor disruption about equal to a single Guardsmen/Cultist Grenade. That's it. No stun or anything, just cheap damage and disruption.
13) Guardsmen HP Adjustments
-- Guardsmen now have 150 HP per trooper of infantry_med armor. Sergeants add 35 HP and 50 Morale, and has 200 HP. Attached Commisars still boost HP regen from 0.5 HP/second to 3 HP/second. The Tier 1 Morale Upgrade still only adds 15 HP per Guardsman and 100 Morale to squad. Tier 2 Morale Upgrade adds 25 HP and 150 Morale. Body Armor upgrade still adds 50 HP to Guardsmen and 150 HP to Sergeant. Priests still add 100 HP per member of the squad that they are in.
In other words, compared to the massive health boosts of every other unit in Tier 1 and consequently, Tier 2, Guardsmen became much much more fragile and existing research still gives same health benefits instead of scaling.
By the way, Cultists in Tier 1 have 155 HP.
14) Turrets, or "Turrents" to the Layman
-- They've been reduced in cost and build time considerably. Here's the numbers on them, in case you didn't know.
Imperial Guard - 90/45 cost, 19 seconds (!)
Chaos - 110/55 cost, 28 seconds
Space Marines - 110/55 cost, 22 seconds
Eldar - 110/50, 27 seconds
Remember, build times are decreased by 33% if you use two builders. That means IG turrets can be built in 13 seconds.
Damage is unchanged from 1.41; that means increased-health troops can withstand fire just that much longer.
15) Hard Caps and You
-- The following units have hard caps in this patch that did not exist prior to 1.5:
Land Speeders: 10 max
SM Rhinos: 3 max
Eldar Rangers: 1 squad max
16) Raptor Flamers
-- Okay, here's a few basic numbers to give an idea of what you get with a Raptor Flamer. They're range 20 with AoE of 10, pie cone 20 degrees wide. ~12 DPS to most infantry targets, 45 morale DPS. Negates health regeneration for 8 seconds. 50/10 cost, 12 second build time. This weapon's role is to provide constant damage and morale damage when chasing dancing squads, and also to provide a high Morale DPS platform when putting the Aspiring Champion on Ranged to utilize his Plasma Pistols. It is comparable in damage to a Tactical Marine Flamer pre-Target Finders, and does 50% more morale damage per Flamer.
17) Falcon Starcannons
-- This was touched on in another thread, but here you go, if you click the button.
Details on Starcannon Change
Starcannons on the Falcon used to do massive damage to heavy infantry (20-28 DPS) and daemons (54 DPS), high damage to vehicles and buildings (10-30 DPS vehicles, 5-10 DPS buildings), and extremely low damage to light infantry (the minimum value for the weapon). The weapon's damage values have adjusted to the following values against the following armor types:
heavy_high and heavy_med - ~21 DPS
monster_med - ~22 DPS
all light infantry - 7.5 DPS
vehicle_low and building_low - ~7 DPS
everything else - Absolutely pants damage. That is, ~3.5 DPS
Not precise, but the idea is there. Damage versus heavy infantry was reduced considerably, light infantry damage buffed slightly, and damage to all non-infantry targets reduced significantly. Commander damage is unchanged at 9.75 DPS.
Remember that the Starcannon is only one weapon on the Falcon, and other weapons (Shuriken Catapult, Scatter Laser) were unchanged.
18) Chaos Heavy Bolter Standardization
-- What this means is that Chaos Heavy Bolters do about the same damage output across just about all infantry armor classes - ~28 DPS. This is because instead of multiple penetration values, a penetration of 50% is used for all infantry armor classes except heavy_high (45%) and monster_med (37%). Commander penetration is 18.5%, building_low is 20%, building_med 6.4% and building_high 3.55%. Damage is 31-38, range 35, accuracy 65%, setup time 1.5 seconds, reload time 0.4 seconds, 40/10 cost and 12-second build time.
18a) Chaos Heavy Bolters and Heavy Weapons Upgrade
-- Chaos Heavy Bolters have their damage increased by 50% when the Heavy Weapons upgrade is researched, in addition to the stated effects of an increased weapons capacity. No other weapon is affected in this way. This brings damage output from 28 DPS up to 42 DPS. Engaging Berzerk Fury brings that damage output up further from 42 DPS to 58 DPS. For reference, Space Marine Heavy Bolters do 40 DPS before Target Finders and 60 DPS after Target Finders.
19) Squiggoth Big Shootas
-- The changelog states that the building and vehicle damage of the Squiggoth's Big Shootas were decreased. This was accomplished by changing the armor penetration values of the Big Shootas towards vehicle and building armor types to zero. Squiggoth Big Shootas now deal 2.5 DPS to all targets besides light infantry and monster_med. This is in stark contrast to 1.41 DPS output such as 120 DPS to vehicles per Big Shoota.
19a) Squiggoth Zzzap Gun
-- Most notably, reload time has increased from 2 seconds to 3 seconds. This reduces DPS values considerably. Damage output per hit to nearly all target types has increased, though.
Base damage is 1440-1760, meaning 1600 damage on average. 75% accuracy, 3-second reload. 400 DPS base. Penetration of 50% versus all infantry besides monster_med and heavy_high, which has 17.5%. 12.5% piercing versus commanders. 30%/25%/20% piercing versus both vehicles_low, _med, and _high, in addition to buildings_low, _med, and _high respectively. 10% piercing versus monster_high.
Damage per hit is now boosted considerably, and DPS values are near 1.41 values due to reload time increase. To compare DPS values, multiply new base DPS (400) by AP value versus armor type of your choice.
19b) Squiggoth Gore (Melee)
20) Waaagh! Banner Changes
-- Nerdinheimer (and Chris, and the rest of the uncredited kind community) kindly brought light to this - they're well-buffed. Here's some numbers for HP. Format is unupgraded / Banner2/ Banner3.
Unupgraded Banner turret damage has been boosted to 62-76, up from 50.4-61.6. Overall buff of ~21%. Also benefits from More Dakka by 15% damage boost.
Upgraded Banner Big Shootas and Rokkits are unchanged; All Ork Building and HQ Shootas are unchanged as well. This means that Tier 1 units can withstand more fire from Ork buildings as well.
21) Mine Fields Damage Boost
-- Damage has been doubled from original value of 90-110 to new value of 180-220. Piercing values are identical to 1.41; that is, about 50% for most targets and 100% versus vehicles. Those are independent of armor classes - even vehicle_high takes full damage from mines. IG mines only do 50% damage to vehicles though - strange.
You only get 10 explosions max per Mine Field. Reload time is about 4 seconds. Build time is 30 seconds, cost 50/50.
It's definately worth looking into with creative placement of turrets if you have the power.
22) Whirlwind Minimum Range
-- It used to be thought that Whirlwinds had no minimum range and as such could fire at troops right next to it. It's widely thought that perhaps this should have been addressed in 1.5 Think no more; it's always had a minimum range of 12.
23) Obliterators and Their Weapons
Originally Posted by space_marine_missile_battery.lua
-- I don't play Chaos and I haven't gotten past Tier 1 in Skirmish. I haven't even used an Obliterator, much less in 1.5; I've only watched replays. I think that I've got a handle on their weaponry, though.
How Sir Nick Thinks They Work
With that disclaimer aside, here's the numbers on "obliterator_ranged_group" and how I think it works. I may need some help getting the right numbers and concepts with this one if the modders can lend a look.
"obliterator_ranged_group" is a single weapon which the Obliterator carries. Looking at the weapon itself, it seems to be some awesome rapid-fire thing, but it's not actually a weapon - it's a group of three weapons that the Obliterator carries - the Assault Cannon, a Lascannon, and a Twin Plasma Gun. (The stats listed for accuracy and reload and damage and whatnot for the "obliterator_ranged_group" weapon are actually the stats for the Obliterator's Assault Cannon. Strange.)
Code for "obliterator_ranged_group" weapons
Originally Posted by obliterator_ranged_group.lua
Anyhow, here are the stats on those three weapons. There's a ton of code, so it's spoilered for making repeat viewings easier. To find DPS values for an armor type, multiply the base DPS by the Armour Piercing % value.
Obliterator Assault Cannon Code
Originally Posted by chaos_assault_cannon.lua
Obliterator Lascannon Code
Originally Posted by chaos_lascannon_obliterator.lua
Obliterator Twin Plasma Code
Originally Posted by chaos_plasma_twin.lua
The different weapons have different priorities in who they shoot first. If multiple targets of different armor types are available, I think that the Obliterator (since it uses "obliterator_ranged_group") parses through all of the target priorities on the three weapons and picks the weapon with the highest-priority target and uses that. To make it a bit simpler, Demon_Eyes has provided a streamlined explanation:
Originally Posted by Demon_Eyes
Also keep in mind that the Lascannon has range 35 compared to the other weapons' range 30, so that's why you might see it fire more often - an enemy comes in range and that's the first weapon available to fire. I'd infer that if you hit "Q" the Obliterator would re-evaluate which weapon to use. Just a thought - no experience here, only observation.
Also, just to make a point, in general the Lascannon is the least powerful of the three weapons both in damage over time. If you can, retarget things that are not vehicles to maximize Obliterator damage output. Also remember to change to targets that are closer to you to maximize the chance of using the Twin Plasma and the Assault Cannon.
Assault Cannon Target Priorities
Originally Posted by Assault Cannon
Lascannon Target Priorities
Originally Posted by Lascannon
Twin Plasma Target Priorities
GameData["attack_priorities"] = Reference([[tables\type_armour_table.lua]])
GameData["attack_priorities"]["priority_01"] = Reference([[type_armour\tp_infantry_heavy_med.lua]])
GameData["attack_priorities"]["priority_02"] = Reference([[type_armour\tp_infantry_heavy_high.lua]])
GameData["attack_priorities"]["priority_03"] = Reference([[type_armour\tp_monster_med.lua]])
GameData["attack_priorities"]["priority_04"] = Reference([[type_armour\tp_monster_high.lua]])
Nifty 1.5 Changes to Obliterators
Of course, why you come here in this thread is about how Obliterators have changed in 1.5. Here's the numbers that I can identify:
1) Obviously, there's the listed movement penalty to accuracy of 25% on the Assault Cannon.
2) Erm, that's it that I can find. Hmm. Oh well.
24) Killa Kan Big Shoota's Accuracy Buff
-- The changelog mentions that the Killa Kan's Big Shoota's accuracy has been buffed to 70% from the old 1.41 value of 40%. This boosts its DPS by 75% across the board, except where it has zero penetration (against only building_high). The Killa Kan's accuracy penalty when moving is unchanged at a figure of 10%. This means now that you'll only lose 3-7 DPS when moving, and infantry targets now receive ~45 DPS whereas vehicles now receive ~30 DPS. You can run the numbers yourself over at the old DPS charts - those are just guidelines. Compared to a Rokkit Launcha (which is unchanged stat-wise as far as I can tell) you can do very solid constant AV and AB damage with a Big Shoota, making the unchanged Killa Kan Rokkits even less of an attractive upgrade than they are now.
25) Banshee Building Damage Changes
-- Banshee Power Sword penetration values versus building_low and building_med armor classes used to be 35% and 20% respectively. In 1.5 those values are now 20% and 10%. For easy DPS calculation that translates to a ~40% reduction in damage to building_low and a 50% reduction in damage to building_med. Combined with receiving lesser buffs from upgrades (reference item 4d), building damage is much less of an issue with lone Banshee squads.
26) Land Speeders, Assault Cannons, and You
-- This is a long one, so it's spoiler'd for you.
Land Speeder Assault Cannon Buffs
Those of you worried about the Land Speeder spam and thinking in theorycraft, keep in mind that the buffs are for one
weapon (the Assault Cannon) out of the two on the Land Speeder, and that the damage upgrades look like this:
Armor Piercing Values
Inf_med -- 36.3% to 40% = 10% damage increase
Inf_high -- 25% to 30% = 20% damage increase
Inf_hvy_med -- 19.6% to 25% = ~25% damage increase
Inf_hvy_high -- 9.6% to 25% = ~150% damage increase
Let's see how this affects DPS values, now.
DPS Values for Assault Cannon (Original to New)
infantry_med -- 40.7 to 44.9 DPS
infantry_high -- 32.05 to 38.7 DPS
infantry_heavy_med -- 22.0 to 26.5 DPS
infantry_heavy_high -- 10.8 to 27 DPS
Now, we can't look at the Assault Cannon in a vacuum -- here's the Land Speeder total DPS values when taking into account the Storm Bolter.
Total DPS Values for Land Speeder (Original to New)
infantry_med -- 57.2 to 61 DPS
infantry_high -- 49.3 to 56 DPS
infantry_heavy_med -- 57.6 to 62.1 DPS
infantry_heavy_high -- 45.7 to 62 DPS
Notice how the overall change in DPS isn't so massive across the board for the Land Speeder? The major change is that the effectiveness of the Land Speeder against inf_heavy_high armor is now buffed admirably.
By comparison, here are the damage values for Tactical Plasma Guns and Heavy Bolters, pre- and post- Target Finders.
DPS for Plasma Guns (Pre-Finders to Post-Finders)
tp_infantry_med 25.5 to 42 DPS
tp_infantry_high -- 25.3 to 41.7 DPS
tp_infantry_heavy_med -- 32.1 to 53 DPS
tp_infantry_heavy_high -- 31.9 to 52.6 DPS
Cost/ Plasma Gun = 40/10 to equip, 90/10 per trooper
DPS for Heavy Bolters (Pre-Finders to Post-Finders)
tp_infantry_med 45.5 to 75 DPS
tp_infantry_high -- 44.7 to 73.8 DPS
tp_infantry_heavy_med -- 40.6 to 67 DPS
tp_infantry_heavy_high -- 36 to 59.2 DPS
Cost/ Heavy Bolter = 40/10 to equip, 90/10 per trooper
Post-Finders, we see that those basic heavy weapons each do comparable anti-infantry damage to a Land Speeder, with the Heavy Bolter blowing the Land Speeder out of the water and the Plasma Pistol coming close, but being able to be fired on the move. Equipping existing Tactical Space Marines with these weapons are far less costly than building a Land Speeder, and purchasing a new Marine with Heavy Weapon still comes at an economical advantage to the Land Speeder (90/10 versus 120/90). This means that Tactical Heavy Weapons aren't going to fade into obscurity, just that the Land Speeder can provide a mobile alternative to the Plasma / HB standbys.
Land Speeders do have two advantages, though -- they jump, and they're vehicle armor, even if it is vehicle_low. They have 1050 HP.
Also, keep in mind that the Assault Cannon (the buffed weapon) has a range of 30 while the Storm Bolter has a range of 25. There's not much difference, but keep that in mind when you have them on Stand Ground stance to make sure that both weapons are firing.
27) Tactical Space Marines, Missile Launchers, and You
-- Again, a long one, so spoiler'd.
Missile Launcher vehicle_med Penetration Buff
The Missile Launcher buff gives the following damage values for vehicle_med:
Base Damage for Missile Launcher: 600-728
Reload Time: 5 seconds
Setup Time: 2.5 seconds
Damage per Hit with old 38% penetration
: 228 - 277
Damage per Hit with new 50% penetration: 300 - 364
Damage Boost Percentage: 31.5% buff
Note: This means that a 5-Missile Marine Squad will now do 1500-1820
damage in a full salvo to vehicle_med. The 85% accuracy means that realistically only 4 out of 5 missiles hit, so that value should be closer to 1200-1456 damage per salvo. This is much better than old values of 1140-1385 damage for 5 missiles, 912-1108 on average.
In Tier 2, IG vehicles have 1500 HP (Chimera), 2200 HP (Hellhound), and 1150 HP (Basilisk). Chaos has 4000 HP (Predator) and 3300 HP (Defiler). Eldar has 1860 HP (Falcon) and 2850 HP (Wraithlord). Orks have 1850 HP (Wartrakk) and 1975 HP (Wartrukk). Space Marines have 4780 HP (Dreadnought) and 3250 HP (Hellfire Dreadnought). The significance of these values is in that one full missile squad can now viably two-shot
almost any medium vehicle in Tier 2, or at the very least cripple it enough for ASMs with Meltas or the new Power Fist'd sergeants to finish the job. Before, it would take three full salvos minimum to do the job, which was far too long for the SM.
28) Space Marine Sergeant Plasma Pistols
-- Unchanged from 1.41. They are still a downgrade in DPS.
29) Vypers, Missile Launchers, and You
-- The only change made to the Vyper missile launcher was the fact it has a disruption radius of 4, with equivalent force to a Hellfire Dreadnought's missile, and it will only throw units away at a 15-25 degree angle from point of impact. Just keep in mind that the Missile Launcher does about as much damage to HQs as it does to vehicle_med, and that to building_low Vypers do nearly full damage per hit. Base damage 190-233, 93.3/37.3/41.5% piercing versus building_low, _med, _high; 64/48/20% piercing versus vehicle_low, _med, _high; absolutely pants damage versus everything else. 3 second reload, 35 range, 85% accuracy, no decrease on the move.
30) Scout Snipers in 1.5 and You
-- Scout Sniper Rifles have been buffed in damage in 1.5. Here are some facts associated with that.
Sniper Rifle Code and Fun Facts
Snipers do 345-402 damage in Tier 1, 9 second reload, 80% accuracy, 2.5-second setup. They have 100% piercing versus all light infantry. They have 75% piercing versus heavy_med and 50% piercing versus heavy_high. They also benefit from Target Finders to receive a benefit of 50%, buffing damage up to ~515-600 damage per shot base. 150 morale damage/hit, usually divided by 2 due to most units having morale armor 0.5.
Fun Fact -- No Ork Boy, even with 'Eavy Armor, can survive a Sniper Rifle round.
Fun Fact 2 -- Only Dark Reapers, their Exarchs, and Banshee Exarchs (not Banshees themselves) can survive a Sniper round in Tier 1. All other Eldar wind up travelling to the great white Webway in the skies.
Fun Fact 3 -- Scouts have 285 HP, 385 after Bionics. That's still much, much less than 345-402 damage, or the 515-600 damage post-Finders. Sniper duels FTW.
Fun Fact 4 -- 75% of 345-402 is ~260-300 damage. You WILL bring down a Space Marine (405 HP) or CSM (375 HP) to yellow health in a single hit, and two shots is a guaranteed kill.
Fun Fact 5 -- 75% of 515-600 is ~385-450 damage. You WILL kill all Tier 2 infantry in two hits. Maybe not Nobs, at 865 HP, but you'll come REALLY close.
31) Mega-Armoured Nobs and Morale
-- MANz now rally at 50 morale instead of 150 as before. They will only spend a minimum of 5 seconds broken now.
32) Furious Charge
-- Furious Charge in 1.5 enables charge modifiers for Cultists, CSMs, and their Aspiring Champions, boosts their base speed by 20%, and boosts their melee damage by 25%. Charge modifiers are a bit lengthier; click the spoiler.
Hard Numbers about Furious Charge and Its Modifiers
Warning: Large blob of code incoming!
GameData["modifiers"]["modifier_01"] = Reference([[modifiers\max_damage_weapon_modifier.lua]])
GameData["modifiers"]["modifier_01"]["target_type_name"] = "chaos_knife_tactical"
GameData["modifiers"]["modifier_01"]["usage_type"] = Reference([[type_modifierusagetype\tp_mod_usage_multiplication.lua]])
GameData["modifiers"]["modifier_01"]["value"] = 1.250000
GameData["modifiers"]["modifier_02"] = Reference([[modifiers\min_damage_weapon_modifier.lua]])
GameData["modifiers"]["modifier_02"]["target_type_name"] = "chaos_knife_tactical"
GameData["modifiers"]["modifier_02"]["usage_type"] = Reference([[type_modifierusagetype\tp_mod_usage_multiplication.lua]])
GameData["modifiers"]["modifier_02"]["value"] = 1.250000
GameData["modifiers"]["modifier_03"] = Reference([[modifiers\enable_charge_modifiers.lua]])
GameData["modifiers"]["modifier_03"]["target_type_name"] = "chaos_cultist"
GameData["modifiers"]["modifier_03"]["usage_type"] = Reference([[type_modifierusagetype\tp_mod_usage_enable.lua]])
GameData["modifiers"]["modifier_03"]["value"] = 2.000000
GameData["modifiers"]["modifier_04"] = Reference([[modifiers\enable_charge_modifiers.lua]])
GameData["modifiers"]["modifier_04"]["target_type_name"] = "chaos_marine_bolter"
GameData["modifiers"]["modifier_04"]["usage_type"] = Reference([[type_modifierusagetype\tp_mod_usage_enable.lua]])
GameData["modifiers"]["modifier_04"]["value"] = 2.000000
GameData["modifiers"]["modifier_05"] = Reference([[modifiers\max_damage_weapon_modifier.lua]])
GameData["modifiers"]["modifier_05"]["target_type_name"] = "chaos_knife_cultist"
GameData["modifiers"]["modifier_05"]["usage_type"] = Reference([[type_modifierusagetype\tp_mod_usage_multiplication.lua]])
GameData["modifiers"]["modifier_05"]["value"] = 1.250000
GameData["modifiers"]["modifier_06"] = Reference([[modifiers\min_damage_weapon_modifier.lua]])
GameData["modifiers"]["modifier_06"]["target_type_name"] = "chaos_knife_cultist"
GameData["modifiers"]["modifier_06"]["usage_type"] = Reference([[type_modifierusagetype\tp_mod_usage_multiplication.lua]])
GameData["modifiers"]["modifier_06"]["value"] = 1.250000
GameData["modifiers"]["modifier_08"] = Reference([[modifiers\speed_maximum_modifier.lua]])
GameData["modifiers"]["modifier_08"]["target_type_name"] = "chaos_aspiring_champion"
GameData["modifiers"]["modifier_08"]["usage_type"] = Reference([[type_modifierusagetype\tp_mod_usage_multiplication.lua]])
GameData["modifiers"]["modifier_08"]["value"] = 1.200000
GameData["modifiers"]["modifier_10"] = Reference([[modifiers\speed_maximum_modifier.lua]])
GameData["modifiers"]["modifier_10"]["target_type_name"] = "chaos_marine_bolter"
GameData["modifiers"]["modifier_10"]["usage_type"] = Reference([[type_modifierusagetype\tp_mod_usage_multiplication.lua]])
GameData["modifiers"]["modifier_10"]["value"] = 1.200000
GameData["modifiers"]["modifier_11"] = Reference([[modifiers\speed_maximum_modifier.lua]])
GameData["modifiers"]["modifier_11"]["target_type_name"] = "chaos_cultist"
GameData["modifiers"]["modifier_11"]["usage_type"] = Reference([[type_modifierusagetype\tp_mod_usage_multiplication.lua]])
GameData["modifiers"]["modifier_11"]["value"] = 1.200000
So, here's the relevant lines of code from the .RGD on Furious Charge. Let's break it down.
Modifiers (1) and (2) boost minimum and maximum damage on the CSM's knife. Modifiers (5) and (6) boost min and max damage on Cultist knives. Simple enough.
Modifiers (3) and (4) are trickier, in theory. What they do is enable the charge modifiers on Cultists and CSMs. Normally, those two units have an entry that disables their charge modifiers (gives it a value of -1). Changing the value to +2 enables the modifiers to be used in the first place. The charge modifiers for CSMs and Cultists are a 1.5x speed boost and enables in a range of 15.
Modifiers (8), (10), and (11) boost Cultist, CSM, and AC base speed by 20%, going from 16 to 19.2.
For the record, Cultists and CSMs move at speed 16 like most other infantry; the 50% charge will put them at the 28.8 speed, far in excess of jetpack troops and Fleet of Foot Eldar
. 15 range is about 3/4 the build area around a Listening Post.
33) Chaos Taint and why they say you should "Fear It"
-- Here's the properties of Chaos Taint.
Chaos Taint and its Function
Chaos Taint comes from EVERY building except for Mine Fields and Turrets. This means that Listening Posts exude Taint as well
The properties of the Chaos Taint are as such:
1) Enemy Morale regeneration rate is reduced to 80% of original value;
2) Your own Chaos infantry's Health regeneration rate is multiplied by 4;
3) Your own Chaos commander's Health regeneration rate is multiplied by 2.
4) These effects have a radius of 20 around the target building. This is equal to the Control Area projected around a Listening Post, for visual reference.
For the record, here's the Health Regeneration rates for Chaos troops, in health per second.
Cultists : 0.5
CSMs : 0.5
Raptors : 0.5
Aspiring Champions (all flavors) : 0.5
Khorne Berzerkers : 1.5
Horrors : 0
PSMs : 1.5
Obliterators : 0.5
Chaos Lord : 2
Chaos Sorcerer : 2
The end results are that it's a very, very good idea to park your Chaos troops around Listening Posts at the very least to really crank up that health regeneration. Notably, Berzerkers in the Taint regenerate 6 HP/sec apiece, and Commanders regenerate 4 HP/sec, making a Taint-ed area a great place to park to preserve health. Fighting Berzerkers in the Taint may also be why folks have such trouble killing them when they pop out - 6 HP/second regen is massive considering the low amount of DPS available to Tier 1 units at that time.
To see whether or not the Taint is acting on your troops, keep an eye out for the usual visual cues; white is the good healing aura and red is a bad one, and if you notice them on your troops, they're in effect.
Major, Major Caveat -- Healing Aura is not activated until Tier 2. That's really the best reason you'd use Taint, so bear that in mind.
34) Big Mek Mega Blasta
-- It used to be in 1.41 that the BM's Mega Blasta did ~44-55 damage per shot, reduced significantly by armor piercing. That stank, quite honestly.
In 1.5 there was a nifty damage buff - the Mega Blasta now does 144-255 damage per hit. 2 second reload, no fire on move, no setup time, 60% accuracy, radius of 5, 0.05 morale damage (ha!), min damage value 10. Not sure if it throws or not, but I think it does based on replays I've seen. Someone help me here.
Armor Piercing Values
32/62/50% pierce v. infantry_low,_med,_high; 45/35/35% versus inf_heavy_med, _high, monster_med;
29/14.7/0/18% pierce v. vehicle_low, _med, _high, monster_high;
37.5% v. Commanders
25/10/0% versus building_low, _med, _high.
It does mighty fine damage to infantry - after piercing is factored in, it does 50-70 damage a shot to heavy_high and 75-115 damage/shot to heavy_med, for example. That's every 2 seconds, so that's almost the damage output of a Basilisk! (Basilisk rounds do 211-455 damage to infantry_heavy_high, 175-375 damage / round to infantry_heavy_med every six seconds.)
35) Killa Kan Rokkit Launchas
-- The reload time has been reduced from 5 seconds to 4 seconds. Awesome. Everything else is unchanged. This amounts to an effective 25% to DPS.
The Rokkit Launcher does mighty fine damage per shot - 340-odd to vehicle_med and building_high, for example. Take your current 1.41 DPS values, multiply by 8.333, and there's your average damage per hit. Saves you some math, there.
Props to Slow_Runner on this one.
36) Kasrkin Heavy Weapons Changes
-- Karskin Grenade Launchers were reduced in damage by 30% and Plasma Guns by 50%. Weapons Specialization now benefits those weapons, though, intending to multiply those new damage values by 2 (a buff of 100% to new values). However, this is not so -- in-game caps on a single damage buff prevent any modifier to damage capabilities from exceeding 150%.
In practice, this means that Weapons Specialization grants only a 50% buff to Kasrkins, so the end result after the buff yields a final 1.5 damage capacity of 105% for the Grenade Launcher and 75% for the Plasma Guns.
37) Orbital Bombardment Damage Changes
-- Armor-piercing towards building_med and building_high was reduced from 100% to 25%. This effectively quarters damage output.
How Orbital Bombardment Works
Orbital Bombardment does 400-480 damage per hit, up to 14 hits.
It's 100% effective against vehicles, 70% effective versus building_light (generators, LPs, Waaagh Banners).
It's 25% effective against everything else, including HQs and regular buildings. A full HQ bombardment will do ~1500 damage.
So, that's a few of the major things that I could identify. More to come as we parse the .LUAs more.
A final word: If you want to join the club and be able to look at these .LUA files yourself and see the code that I'm seeing, make it a priority to get Spooky's RGD Extractor and Cucc's RGDEdit program. Search on the forums for them - they're over in Adeptus Modificatus. Use Spooky's to extract the data files from your WXPData.sga file in your "WXP" folder in your DoW root directory. Then play around with opening files using Cucc's RGDEdit. You'll get a feel for it. I use this method rather than the Attribute Editor because for one, I couldn't get the AE to open the 1.5 files, and two, it's more convenient for finding specific files in addition to less load time when opening up.