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  #121  
Old 03-01-2011, 05:24 PM
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Aze Aze is offline
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Ah and i know of another thing which i think needs to be fixed (not in your document, but by TWI):

The ammo for a "mag" for Dual 9mm and Dual HCs doesn't cost the double amount, but it DOES give you the double amount of ammo of a single 9mm/HC "mag"-purchase. Meaning, when you have Dual 9mm/HCs, the ammo cost is halved. Yes, the ammo is cheaper when dualwielding xD

They should fix it so it is exactly how you have listed it in your list though, as that is how it should be (imo)
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Last edited by Aze; 03-01-2011 at 05:27 PM.
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  #122  
Old 03-02-2011, 09:28 AM
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@skoll
I don't have tested shotguns yet but this is for sure something not intended, and I've no idea if we can find such numbers about that.


@scary ghost
In fact having both values was better to understand the additional damage bonus.


@Aze
All zeds but not for player self-burning.

I don't have take a look to dps for now, for mac10 just need a small modification to have it with dot by default I think.

About dual guns ammo cost I will look at this, thank you. There are few things odd about the dual system.
The awfull thing it's when you have hc full and pickup dual by mistake you will lost almost all ammo because when the dual is added with default ammo the single is deleted (different weapon object). There is some code that should put current ammo to the dual gun but doesn't seems to works properly.


Flamer total dot damage without firebug perk = 419~510 after manual calculation of each tick incremented.
Tested on a clot with 1000hp, usually almost dead after 2 complete dot.

About the formula I was confusing myself on the tables because of a bad copy/paste that makes lv6 = lv5*1.6, lv5 = lv4*1.5 etc >____<
If this is the right one: Base Damage + ( Incremental Damage Min or Max * Tick count ) * Zeds Fire Damage Bonus * Perk Damage Multiplier
Total dot damage should be: no perk=419~510
lv0=436~531
lv1=457~557
lv2=500~608
lv3=541~659
lv4=583~710
lv5=626~765
lv6=668~812
Got these numbers by multiplying and truncating every tick min and max non-perk damage by perk bonus, then by the sum of all results.
Still not 100% sure because I cant do test with perks.
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  #123  
Old 03-02-2011, 12:08 PM
Witzig Witzig is offline
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One can use the Replacement Perk Mutator with the Testmap, but those Numbers are spot on as far as i can tell from my Playing experience.
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  #124  
Old 03-02-2011, 03:23 PM
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MAC10 dot is now more powerful with corrected formula, total dot damage = 515~570.
Initial damage (35) + 3~4 incremental damage at each tick, no damage bonus at all.

There is clearly a bug with crawlers, that makes them cry and burn (visualy only) over and over after the first or second dot tick but without taking any damage.

@Aze
I don't see anything wrong with dual gun ammo cost.
Cost double because the current magazine capacity is doubled, ammo's price remains the same.
edit: if you unload 1 clip with single hc or shoot 8 time with dual hc, the ammo refill will cost the same.

edit: ive googled the perk replacement mutator, very useful.

Last edited by Phada; 03-04-2011 at 07:44 AM.
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  #125  
Old 03-03-2011, 05:16 PM
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Another thing I had forgotten about, and also the patch notes don't mention: Demo's damage bonus applies to dud rockets / grenades (impact damage).

KFVetDemolitions.uc
Code:
static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<DamageType> DmgType)
{
    if ( class<DamTypeFrag>(DmgType) != none || class<DamTypePipeBomb>(DmgType) != none ||
         class<DamTypeM79Grenade>(DmgType) != none || class<DamTypeM32Grenade>(DmgType) != none ||
         class<DamTypeRocketImpact>(DmgType) != none )
    {
        if ( KFPRI.ClientVeteranSkillLevel == 0 )
        {
            return float(InDamage) * 1.05;
        }

        return float(InDamage) * (1.0 + (0.10 * float(KFPRI.ClientVeteranSkillLevel))); //  Up to 60% extra damage
    }

    return InDamage;
}
And an impact head shot only has it's damage scaled by 0.75x against FP.
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  #126  
Old 03-04-2011, 07:54 AM
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Next update will be a big one, so many things were fixed in v1.3 and you've contribued a lot, thank you
Also I've added the crossbow headshot damage table with all ss lv and sk/fp resist.


EDIT: I have noticed that all grenadelaunchers can also hit twice like the law and shotguns.

Last edited by Phada; 03-04-2011 at 12:08 PM.
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  #127  
Old 03-05-2011, 04:33 AM
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Quote:
Originally Posted by Phada View Post
@Aze
I don't see anything wrong with dual gun ammo cost.
Cost double because the current magazine capacity is doubled, ammo's price remains the same.
edit: if you unload 1 clip with single hc or shoot 8 time with dual hc, the ammo refill will cost the same.
Ah nice that they fixed that! (No need to explain the details, i know how it should work But thanks anyway ^^)

They USED TO cost the same for a mag, despite the difference in mag sizes aka:
9mm 10£ per mag (15 bullets), 160£ total
Dual 9mm 10£ per mag (30 bullets), 80£ total
HC 15£ per mag (8 bullets), 180£ total
Dual HC 15£ per mag (16 bullets), 90£ total

I told them that during the beta-test-thingy, and it seems like they might've listened to me (unless they knew that themselves or something )
But the point is that they fixed it to the correct values now (just tested it real quick on soloplay to confirm), that's really nice!
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  #128  
Old 03-06-2011, 02:52 PM
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Huge update released, v1.3.

A lot of modifications in last minute in the specimens health table to add/apply the base health multiplier per additional player for easier future updates, I hope the table is still correct.


edit: the current player's jumpz is 325 and not 300.


edit2: flamenades also have a damage radius of 420 as the regular grenades, I forgot to update this in a previous update apparently

Last edited by Phada; 03-20-2011 at 01:14 PM.
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  #129  
Old 03-06-2012, 04:47 PM
Schneider95 Schneider95 is offline
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►The Patriarch Chaingun Stats: Rate of Fire = 180 RPM or 3 shots per second

I found this very low... I think the reality is more :
►The Patriarch Chaingun Stats: Rate of Fire = 1800 RPM or 30 shots per second
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  #130  
Old 03-09-2012, 01:25 PM
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Quote:
Originally Posted by Schneider95 View Post
►The Patriarch Chaingun Stats: Rate of Fire = 180 RPM or 3 shots per second

I found this very low... I think the reality is more :
►The Patriarch Chaingun Stats: Rate of Fire = 1800 RPM or 30 shots per second
You realize this is well over a year out of date, don't you?
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  #131  
Old 03-10-2012, 07:39 AM
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At first i was like "wow looks like the entirety of the old gang is still here eh?"

then i realized this thread is 3 years old.

Oh well.
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  #132  
Old 03-10-2012, 02:45 PM
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Quote:
Originally Posted by Zeron View Post
At first i was like "wow looks like the entirety of the old gang is still here eh?"

then i realized this thread is 3 years old.

Oh well.
Many old members pass through the forum from time to time, but alas, this thread is not a good example
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  #133  
Old 03-11-2012, 11:24 PM
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It really needs updating.
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  #134  
Old 03-12-2012, 11:15 PM
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I used that .pdf to write up the stats for my semi-auto shotgun.

It's a shame nothing ever came of it.
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  #135  
Old 04-10-2012, 05:09 AM
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Hello guys!
I mainly stopped to update this huge file because I lost all my motivation due to the lack of interest from everyone, this is as simple as that.
Look: first comment, one year after the last update... Last time I checked the thread during the xmass update, it was still dead.

FYI there are already over 110h editing/looking into the code, without counting the contributors's time, and thus I can barely consider having abandoned yet.
My friends keeps playing KF so, I may eventually come back this summer to update the pdf.
TBH don't expect to much about it, I didn't even got the time to play a single game in the 3-4 past months.

(and I came to post this message because 2 peoples took the time to write me a email about this)

HOWEVER, if one of the big contributors as scary ghost or Aze wanna continue it, I will gladly give them the source file of the document with no regrets

Have fun with KF guys, and maybe see you later.


@Schneider95
Referring to a mail I got, pat's chaingun rof has changed but the dps are kinda the same.
It would take few minutes to check it but I don't have the sdk installed anymore.
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  #136  
Old 04-10-2012, 01:31 PM
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Quote:
Originally Posted by Phada View Post
@Schneider95
Referring to a mail I got, pat's chaingun rof has changed but the dps are kinda the same.
It would take few minutes to check it but I don't have the sdk installed anymore.
Now I have an interesting question to ask you;

I saw that scary and the others got some damage, health, etc values from the source code, but everywhere I look, I can never find any of these.

An example would be in the "Specimen Information" thread where scary says he grabbed the fleshpound's base head health in KFFleshpoundZombieBase, but all I see there are varaiable declarations !

What am I doing wrong ?
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  #137  
Old 04-12-2012, 03:43 AM
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Nothing, you must be very familiar with the unrealscript to be able to extract informations from the code, even just from variables.

Keep updating such a file is a real pain because a lot of changes doesn't appears in the patch notes. (at least in the past, I dunno now)
And I think everything should be checked, which is a huge work.
Add in new guns aren't a big deal in comparison.

Last edited by Phada; 04-12-2012 at 03:53 AM.
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  #138  
Old 04-14-2012, 10:40 AM
BenioX BenioX is offline
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Quote:
Originally Posted by magicmwt View Post
It really needs updating.
Actually when was the last update?
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  #139  
Old 04-15-2012, 01:36 AM
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Well, nobody seems motivated, so please just let's this thread die now.
And with everything in needs to be checked, it would be the same to start a similar file from the scratch anyway
Cya.
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  #140  
Old 07-13-2012, 05:15 PM
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Quote:
Originally Posted by Phada View Post
I may eventually come back this summer to update the pdf.
I am actually adding all the new weapons from the xmass and summer updates.
I will look at the new patriarch attack, check the zed resistances and few other things. I will not be able to check everything else, so don't hesitate to tell me if there are things that have changed.
All suggestions are welcome.
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