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questions!

Posted: Thu Mar 27, 2003 6:38 am
by axelgreese
Can someone either point me in the right direction or just give me the awesome supa importente question?

supa importente question = explain the fallout combat system in mathmatical terms.

i.e. how is damage determined?

What determines AC

Damage resistance

Damage threashold (and what is this or should I be able to find that in the manual?)

range penilties

you know the works

anybody? anybody at all?

Posted: Thu Mar 27, 2003 9:07 pm
by Spazmo
This is all in the manual(s). Look there. Failing that, OTB has gone through this a few times in the FoT forum, so do a search there.

Note to Dan: Could you move this to the ToEE/Arcanum forum so that I could have the pleasure of destroying that poll? I'll give it back right away!

Posted: Thu Mar 27, 2003 10:16 pm
by axelgreese
Spazmo wrote:This is all in the manual(s).
I think maybe i have the manuels on pdf on my cds maybe.
Look there. Failing that, OTB has gone through this a few times in the FoT forum, so do a search there.
I read that forum all the time and I've never seen anything like what I want.
Note to Dan: Could you move this to the ToEE/Arcanum forum so that I could have the pleasure of destroying that poll? I'll give it back right away!
STAY AWAY!

Posted: Thu Mar 27, 2003 11:56 pm
by Strap
chance to hit target - target's AC = true chance to hit (subtracted from what you see, i presume. if you have 95% chance to hit, and they have 15 AC, the true chance to hit is actually 80%)

damage -((Damage - DT)xDR%)= final damage
(20 damage - 4 DT from leather armor, and then 16x20%DR= 3.2, round to 3, so 16-3=13, so that 20 damage is put down to 13 by the leather armor/jacket)

sometimes there is instant death from criticals, such as a high HtH charactor hitting someone in the back (spine visible from front, regardless of damage) and hitting rodents in the head, regardless of damage, with a crit they die.
these rule out the DT/DR things.

the manual doesnt tell it all

Posted: Fri Mar 28, 2003 1:03 am
by DJ Slamák
Dog.

Edit: Yeah, thanks, Dan. Now this post makes no sense, thanks to you. :cry:

Posted: Fri Mar 28, 2003 1:25 am
by Spazmo
Strapon2 (I was hoping to never, ever have to write that, but oh well), you're missing some stuff. Light, range, cover, and a few other factors can also change your chance to hit.

Posted: Fri Mar 28, 2003 1:33 am
by Strap
Spazmo wrote:Strapon2 (I was hoping to never, ever have to write that, but oh well), you're missing some stuff. Light, range, cover, and a few other factors can also change your chance to hit.
write what? my tag name?
the manual doesnt tell it all
thats why i wrote that, the manual doesnt tell anything about the specific effects of light, range, colver, etc... it just says they affect it.
do you know how those variables affect it? i would like to know, it would be very enlightening

Posted: Fri Mar 28, 2003 1:35 am
by Spazmo
Because it was in the manual. It is explained numerous times that Perception affects combat penalties for range and lighting, which, to me, implies that there are combat penalties for range and lighting. Add to that that it's pretty obvious when you're trying to shoot someone who's far away in the dark that it's hard, and you start to put things together.

Posted: Fri Mar 28, 2003 1:46 am
by Strap
do you know the numbers to go with it?
like, x level of darkness with x distance, and x perception with a weapon that has x range results in a to-hit chance of x, based on AC and skill modifiers.
lots of x's.. is there any way to find that in one of the .dat files? or is it hardcoded and impossible to find/decipher?

Posted: Fri Mar 28, 2003 2:54 am
by axelgreese
I don't want MAYBE'S! I want answers!!


Dammit MAN!!
damage -((Damage - DT)xDR%)= final damage
(20 damage - 4 DT from leather armor, and then 16x20%DR= 3.2, round to 3, so 16-3=13, so that 20 damage is put down to 13 by the leather armor/jacket)
I'm sorry but the way I reading that I think your example is conflicting wit the expression :/

it looks like what your example is saying is:

((20 - 4) * .20) = x
(16 * .20) = x
3.2 = x
so the final damage is 3.2 or 3

But then you say

((20 - 4) - ((20 - 4) * .20) = x
(16 - (16 * .20)) = x
(16 - 3.2) = x
12.8 or 13 = x

so am I just reading your expression wrong or something? :/

Posted: Fri Mar 28, 2003 12:13 pm
by Dan
My motherboard died, so I didn't see this messege... oh, a poll!

oh... Ok, Spazamo, but only because you asked so nicely.

Posted: Fri Mar 28, 2003 5:40 pm
by Spazmo
Thanks, Dan. That was fun.

Posted: Fri Mar 28, 2003 10:07 pm
by axelgreese
I HATE YOU ALL!

Posted: Sat Mar 29, 2003 1:44 am
by Strap
the expression goes like this:

D->damage (20 damage)
dt->damage threashold (a whole #, this was the 4)
dr->damage resistance (the %, this was 20%)

D - ((D-dt)*dr) = true damage

so:

20 - ((20-4)*.20) = 13


(order of opperations, man!)

Posted: Sat Mar 29, 2003 2:03 am
by axelgreese
Strapon2 wrote:D - ((D-dt)*dr) = true damage
Oh okay I missed the first D.

Now how about Chance to hit? How's the figured? Or how about AC?

Posted: Sat Mar 29, 2003 2:35 am
by Bloodgeon11
*Pulls out big, shiny gun, cocks hammer, points at head*

Posted: Sat Mar 29, 2003 5:40 am
by Kashluk
You cocked Hammer?!? Hammer for Christ's sake?! You sick fuck, you sick fuck, you sick fuck!

Posted: Sat Mar 29, 2003 12:27 pm
by the guardian
As you can all very well see, editing posts is an Israely thing.


WE CANNOT ESCAPE OUR DESTINY.

Posted: Sat Mar 29, 2003 12:52 pm
by Stainless
Kashluk wrote:You cocked Hammer?!? Hammer for Christ's sake?! You sick fuck, you sick fuck, you sick fuck!
I thought you'd be one to be least worried about someone cocking Hammer, Kash

Twating Microshaft

Posted: Sat Mar 29, 2003 3:39 pm
by LeoN
Is there a reason why Fallout won't install under win2k...? I just tryed it again and sod all works..