Weapon & Specimen Stats (PDF)

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CandleJack

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Oh? Coming from you, it had better be good. :eek:
or else!

That's why it's as-of-yet unposted.

I've been waiting months to get it right.

EDIT: if someone can get me to formula for calculating DPS it'd help a lot :)
 
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Phada

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Phada, I made a thread about specimen mechanics about a month back. Feel free to use any of the information in the updated pdf.

http://forums.tripwireinteractive.com/showthread.php?t=49922[url]http://forums.tripwireinteractive.com/showthread.php?t=49922[/URL]
Most of the things was already in the pdf but I have never understood the calculation of the patriarch's resistance to pipebombs, nice done with that :)

EDIT: if someone can get me to formula for calculating DPS it'd help a lot :)
DamageMax (or projectile damage) divided by RefireRate. Both values from weapon's weaponfire, ex:BullpupFire.uc.
If you want to include the reloading delay it's more complicated.
 

Phada

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Version 1.20 released.

Some update notes:
-The firebug description seems wrong because I dont see any MAC-10 damage bonus, direct damage or DOT.
-I have serious doubt about the MAC-10 DOT mecanism because seems overpowered compared to flamer. But I clearly got the 1000 burn damage achievement in few seconds.
-After quick test of HC penetration with commando perk and 3 clots in line all receive some damage. The code said up to 4 but I have some doubt, need more testing.
-All melee damage are not randomized anymore and do only the max, except the chainsaw's primary attack remains unchanged.
-All zeds health, speed, damage and bounty reward from Hell on Earth are exactlty the same than the old Suicidal mode. Waves seems longuer but I don't have the numbers to compare.
-I didn't adds all the notes I wanted in weapons stats, dps and zeds attack/damage pages because of the lack of space.
-Many things have not been checked, which can always be fixed later if wrong. (or it would have taken forever, over 25h editing just for this update)

All in all, may contains more errors than usual but it's a big step forward because the previous version was way outdated.
 
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Aze

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Yeah the Mac10 is weird for sure. You say it has a stronger burn than the Flamethrower? I don't notice it lol :D It seems very, very weak to me actually.

On top of that, there seems to be a bug when setting a zed on fire, especially with the Mac10. Many, many times when i have set an enemy on fire with a single Mac10 bullet, even the weak ones like the Clot, Stalker or Crawler, they seem to burn literally for an unlimited amount of time, without even seemingly getting damaged by it.
Anyone else experiencing this?
 

Undedd Jester

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Just a minor edit next time you update it, in the burning section you've pointed out the Scrakes charge gets interupted when he starts to crisp, but you forgot the mention the same happens for the Gorefast too :)
 

scary ghost

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Phada

The stats for the fleshpound head health are off. The change log doesn't mention this but the head hp multiplier was increased to 0.30x per player, up from 0.25x in the 1017 patch. I'm not sure if the default source files that come with the SDK download are up to date but if you export the current KFMod.u file into the individual scripts, ZombieFleshPoundBase.PlayerNumHeadHealthScale is set to 0.30.

For a 6 man game, the head health is: 875, 1750, 2362, 2712, 3062 in order of increasing difficulty.
700*(1+0.30*5) = 1750

Actually, the head health for siren, husks, scrakes, and fleshpound in your pdf are the same between suicidal and HoE, which isn't correct :p
 
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CandleJack

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DamageMax (or projectile damage) divided by RefireRate. Both values from weapon's weaponfire, ex:BullpupFire.uc.
If you want to include the reloading delay it's more complicated.

So i'm sure to someone who knows what that means, that a big help, but since what i'm after are laymans terms :eek: it's not as big a help as i hoped.

Perhaps you can tell me in a mathematical formula?

Since i'm going to use it for a weapon suggestion, and i want to get everything right in one go.

Also, i've labelled the SPAS15 (what i need the DPS calc for) as semi-auto, so maybe some help determining a not-OP firerate as well :)
 

timur

FNG / Fresh Meat
So i'm sure to someone who knows what that means, that a big help, but since what i'm after are laymans terms :eek: it's not as big a help as i hoped.

Perhaps you can tell me in a mathematical formula?

Since i'm going to use it for a weapon suggestion, and i want to get everything right in one go.

Also, i've labelled the SPAS15 (what i need the DPS calc for) as semi-auto, so maybe some help determining a not-OP firerate as well :)

I'm guessing it would be something along the lines of

(Damage per bullet)/(Average rate of fire)
 

Phada

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@Aze
Im not convinced myself because the mac 10 burn code seems badly implemented, and many thing doesn't applies as he should. (perk dam bonus, husk fire resist etc)
Something is probaly missing somewhere and I have not idea what the hell is it :p
Please don't takes these numbers seriously for now.

@Undedd Jester
That's right, I will add this.

@scary ghost - 100% right
FP head is now scaling 0.3 instead of 0.25 I didn't notice that.
And all current head values for siren, husk, scrake and fleshpound on HoE above 1 player is actualy the value for suicidal which is wrong. This is a manual mistake from me in the spreadsheet during some copy/paste.
(to me each cell looks like "=I9+(I9*(0,05*5))" >___<)

Thank you for all feedbacks :)
Btw, where can I see the exact current game version?

Thanks for explaining that in terms i can understand :D
lol
 

Witzig

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Sorry if i misinterpret something about the Fire DoT Damage.

It says DoT Damage = Initial Fire Damage + (0-2) + 3

But the Basic Damage is 18 with lvl 0 Firebug, and it shows a DoT from 15 to 17, shouldn't it be a Range from 21 to 23 ? Or did i get something confused ?


Level / Direct DMG / Current DoT / Current Total Damage / Could be DoT / Could be Total
No FB 18 / 15-17 / 168-188 / 21-23 / 228-248
Lv 0 / 20 / 16-18 / 180-200 / 23-25 / 250-270
Lv 1 / 20 / 16-18 / 180-200 / 23-25 / 250-270
Lv 2 / 21 / 17-19 / 191-211 / 24-26 / 261-281
Lv 3 / 24 / 19-21 / 214-234 / 27-29 / 294-314
Lv 4 / 26 / 20-22 / 226-246 / 29-31 / 316-336
Lv 5 / 27 / 21-23 / 237-257 / 30-32 / 327-347
Lv 6 / 29 / 22-24 / 249-269 / 32-34 / 349-369
 

Phada

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But the Basic Damage is 18 with lvl 0 Firebug, and it shows a DoT from 15 to 17, shouldn't it be a Range from 21 to 23 ? Or did i get something confused ?
No, the base damage of the flamethrower is 12.
18 is the direct damage without the firebug perk, base damage plus the +50% damage bonus to all zeds for non-dot fire damage. (see Fire damage bonus to zeds)
 
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CandleJack

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So for a shotgun proposal, would simply taking the stats you've put together then altering them be a good way to balance it? Considering your table is beaut :)

I hope you don't mind me posting a bit offtopic, but i don't want to post a half-baked idea now, do i?

Also Phada, do you have any critera you'd like me to include, since your opinion is important.
 

Phada

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You are free to use all the stats that you want (if I understand correctly the question) but I will not guarantee that everything is correct. The document will stay "beta" for this reason.
 

CandleJack

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You are free to use all the stats that you want (if I understand correctly the question) but I will not guarantee that everything is correct. The document will stay "beta" for this reason.

My question is, say Shotgun does X damage, X being 10. And i took that, and made my suggestion have Y damage, being 8.

I'm just comparing stats and choosing them based on what i feel is balanced.

Which brings me to the last question: Do you have anything you want me to include? I've already got a list with all the stats on the .pdf modified for my suggestion, as well as DPS. So is there anything in your opinion i missed?