Weapon & Specimen Stats (PDF)

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Aze

Grizzled Veteran
Mar 19, 2010
1,423
522
113
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)
 
Last edited:

Phada

FNG / Fresh Meat
Aug 24, 2010
190
62
0
France
phada.2ya.com
@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.
 
  • Like
Reactions: Undedd Jester

Witzig

FNG / Fresh Meat
Jan 16, 2006
2,189
52
0
Germany
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.
 

Phada

FNG / Fresh Meat
Aug 24, 2010
190
62
0
France
phada.2ya.com
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:
  • Like
Reactions: Undedd Jester

scary ghost

FNG / Fresh Meat
Sep 13, 2010
900
338
0
California
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 ||
         [COLOR=DarkOrange]class<DamTypeRocketImpact>(DmgType) != none[/COLOR] )
    {
        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.
 

Phada

FNG / Fresh Meat
Aug 24, 2010
190
62
0
France
phada.2ya.com
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:

Aze

Grizzled Veteran
Mar 19, 2010
1,423
522
113
@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
 

Phada

FNG / Fresh Meat
Aug 24, 2010
190
62
0
France
phada.2ya.com
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:

Schneider95

FNG / Fresh Meat
Jan 7, 2012
306
1
0
Paris
►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
 

Lacedaemonius

FNG / Fresh Meat
Feb 16, 2011
1,078
324
0
►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?
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
I used that .pdf to write up the stats for my semi-auto shotgun.

It's a shame nothing ever came of it.
 

Phada

FNG / Fresh Meat
Aug 24, 2010
190
62
0
France
phada.2ya.com
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.
 
  • Like
Reactions: poosh

Splatpope

FNG / Fresh Meat
Jan 1, 2012
1,300
250
0
Belgium
@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 ?
 

Phada

FNG / Fresh Meat
Aug 24, 2010
190
62
0
France
phada.2ya.com
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:

Phada

FNG / Fresh Meat
Aug 24, 2010
190
62
0
France
phada.2ya.com
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.
 

Phada

FNG / Fresh Meat
Aug 24, 2010
190
62
0
France
phada.2ya.com
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.
 
  • Like
Reactions: meteors