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Author Topic: Projectile velocities, damage bounds, ranges, and modifiers (2 messages, Page 1 of 1)
Moderators: Dennis

Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Oct 11, 2017 02:09 AM    Msg. 1 of 2       
I'm trying to figure out exactly how Halo handles projectile speed and damage calculations. We have a few variables:

Projectiles:
- air damage range start and end
- initial velocity
- final velocity
- max range

Damage effects:
- damage lower bound
- damage upper bound start and end
- Damage modifiers for each material type

WU = World Units

My current understanding is that projectiles deal "damage upper bound" damage and travel at "initial velocity" WU/s until they travel "air damage range start" WU, then their damage and velocity decreases linearly until the projectile has traveled "air damage range end" WU, at which point it deals "damage lower bound" damage and travel at "final velocity" WU/s until it disappears at "max range" WU. Damage modifiers are applied to the base damage at time of projectile collision.

I'm mainly confused on why "damage upper bound" is a range. What function does that serve, and where does it fit into the above description? Is the above description even correct? Finally, are material damage modifiers taken into account in multiplayer?


bingo
Joined: Sep 17, 2017


Posted: Nov 5, 2017 08:02 PM    Msg. 2 of 2       
Word around the block is you cut your dick off.
Edited by bingo on Nov 6, 2017 at 04:18 AM

 

 
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