How is damage calculated in Warface?

Allows you to join a handful of users who can calculate the combat effectiveness of any weapon at any distance against any opponent.

Many Warface players have repeatedly asked themselves a question in the style of “Why nevanshot, I got it?” The announcement of the weapon for the HCAR stormtrooper, with its double damage trait, is causing even more confusion. And after all, many do not quite understand why this weapon carries the enemy with two bullets into the body, and the Beretta ARX160 with the same damage of 80 units requires three or four hits for this?

In fact, there is a mathematical explanation for all this (except for shotguns due to random scatter) – the result is influenced not only by the weapon, but also the modules used, the hit distance and the equipment of the enemy.

For most players, the most important weapon parameters are damage and rate of fire. These characteristics are visible to everyone and they are different for most trunks. But in addition to the open ones, there are also hidden parameters that can be found from the game files:

  • Fall– affects how much damage will decrease with distance.
  • Minimum damage– as soon as the weapon damage due to falling reaches this mark, it no longer becomes lower.
  • Damage multipliersare parameters by which damage is multiplied when it hits the corresponding part of the enemy’s body.

It is these indicators, in conjunction with the protection of the enemy, that decide how much damage he will receive. More about everything.

The damage drop parameter takes effect if damage is dealt outside the maximum damage range specified in the weapon’s characteristics. However, this property works slightly unusual – the damage does not decrease gradually, but instantly and not after a centimeter after overcoming the distance of maximum damage, but after a meter. You can see the work of this mechanic more clearly in the picture below.

Some weapons may have a higher parameter, others have less

Almost all flame arresters reduce this parameter, thereby increasing damage at a distance. On the other hand, the suppressor for PP, on the contrary, increases the drop by 20%, which makes the engineer shooting at a distance even more ineffective.

The minimum damage is triggered if the system considers that the damage using the previous parameter has decreased to this level or even lower. In this case, the damage will be equal to the minimum indicator and will not decrease below this mark.

It is the parameter of the damage drop that decides from what distance the minimum damage will be inflicted.

Most silencers reduce not only maximum damage, but also minimum damage, keep this in mind. But the special flash suppressor Remington MSR increases this figure to 200, instead of 75.

Multipliers are parameters by which incoming damage is multiplied when it hits a particular part of the body. A human character has only four zones: head, body (torso), arms and legs. In the head – the largest factor, in the body this parameter is in the absolute majority of cases equal to one, in the hands it is less, and in the legs – even less.

Each weapon class has its own standard multipliers, but some weapons have their own characteristics.

Many weapons have their own unique multipliers. For example, Taurus Judge

Equipment with protection of the corresponding limb can reduce these parameters. Against the head multiplier there are helmets, against the hands – gloves, legs – boots. Nothing can affect the multiplier in the body.

Limb protection is given in the equipment description as a percentage. Many, because of this description, mistakenly assume that one hundred percent head protection reduces damage by an appropriate percentage, that is, to zero. But this judgment is false, since these parameters work as “anti -multipliers  – these parameters are subtracted from the limb multipliers, divided by 100 (if we take the numbers from the description as a basis).

Example: the head multiplier is five, and the head protection is 70% (“Magma” helmet). 70/100 = 0.7 and as a result it is necessary to subtract the last number from five, which will give the result 4.3. This means that when hitting the head with a standard assault rifle into this consumable, the damage is multiplied not by five, but by 4.3 times. For assault rifles, this is not particularly critical, unlike the weapons of the engineer and the medic, because of which, if they hit in the head, they simply stop killing with one shot, even back to back.

Helmet “Magma” – a thorn for every engineer

With body armor, everything is somewhat simpler. A fighter in standard equipment has 125 health units (this indicator is applicable to all players) and 100 armor points. Other body armor gives more armor points – by 25, 30 or even 50. Some body armor is able to ignore the first shot received, but in return they have less armor points – 85 instead of 100.

And some bulletproof vests have the property “-10 per hit”, previously called “protection against runaway fire”, but this property will be discussed later.

That “Python”, that “Titan-2” has its analogues

So, the player knows the maximum and minimum weapon damage, as well as the fall of this parameter. With their help, he can find out how much damage he deals at a given distance.

Knowing also the equipment of the enemy and the place of impact, you can determine in advance how much damage the enemy will receive and whether this is enough for an instant kill.

First, you need to calculate how much damage will be done at a certain distance: if less than at the maximum damage distance, then in the end there will be maximum damage.

However, it also happens in another way. For example, a player has an AK-103 and he knows the detailed parameters of this weapon:

  • Maximum Damage – 80
  • The distance of this damage is 14 meters
  • Drop of damage (by one meter) – 1
  • Minimum Damage – 45
  • Distance at which there was a hit on the enemy – 20.7 meters

Since the hitting distance is much greater than the maximum damage distance, then ordinary arithmetic comes into play: 80- (20.7-14) * 1.

Do not forget that the resulting number in brackets must be rounded exactly to the smallest integer, since the mechanics of the game are such that the damage decreases only on the next meter. Total, 80-6 * 1 = 74.

However, this result is correct if the player hits the enemy in the torso, where the multiplier is equal to one and has practically no effect. But if the hit was in another part of the body, then additional calculations are required. Next, you need to find out how much the damage will be multiplied (up or down). To do this, you need to know not only the multipliers of the weapon, but also all the equipment of the enemy – from helmet to boots.

Let’s say that the enemy has the best bullet protection equipment: a helmet with 70% protection, a bulletproof vest that gives an additional 50 armor points and fluent protection, as well as 20% protection for the arms and legs. What happens if a hit occurs? To do this, you need to take away the limb protection from the weapon multiplier and multiply it by the existing damage.

Total: 74 * (5-0.3) equals 318.2. A big enough number, but is it enough to kill the enemy? The character always has 125 health units, and this bulletproof vest has 150 armor points plus the presence of fluent protection. Total:

Rounding up is always necessary!

The final result must always be rounded up to a larger number, and it is thanks to this property that the Bushmaster BA50 and Orsis T-5000 sniper rifles kill the enemy at their distance in the limb, even with the strongest defense. If the result is negative, then this number must be brought to the module to find out the remaining total number of points and health.

And if the hit was in the leg? In this case, you need to find out the incoming damage adjusted for weapon multipliers and leg protection: 74 * (0.7-0.2) = 37 damage.

And as a result:

This is if we assume that we are shooting at a whole opponent who has not been wounded before.

This means that when an enemy with the best protection against bullets from an AK-103 hits the leg at a distance of 20.7 meters, that enemy will have 248 total health and armor points.

In the case of the “Absolute” set, everything is slightly different – the property of the full set reduces damage by ten percent, not units, which works better if the damage is> 100.

Of course, with such low damage this is not an indicator, but this way the inefficiency of this property against low damage is even more clearly shown.

There are also two mechanics in the game that still affect the calculation:

  • The damage to the character is distributed as follows – 80% is absorbed by armor, and 20% by health. That is why even a full bar of armor is useless if the character has few health points.
  • Since the properties “-10 damage per hit” and “-10% damage per hit” work after calculations with multipliers, the first property, as strange as it may seem, works worst against shotguns, and the second, on the contrary, is better. This is because a hit from a shotgun, despite the many pellets themselves, is considered one shot, but at the same time body armor with protection from one shot absorb only one pellet. The dual nature of the fraction in Warface.

As for the new HCAR assault rifle: it has a multiplier in the torso, arms and legs equal to two, which can be understood from the description “deals double damage to the body and limbs.” With such multipliers, this weapon is capable of killing at almost any distance with two or three hits, depending on the protection of the opponent. The HCAR has the ability to mount collimators for close range and a 3x sight for medium to long range as well as bipod grips that greatly reduce spread and recoil.

However, this weapon is balanced by a very low rate of fire compared to conventional assault rifles – it fires twice as slow as the slowest Famas F1.

Detailed characteristics of this assault rifle. The parameters of the gold version are indicated in yellow

As you can see, most of the questions related to damage can be solved using simple arithmetic. The difficulty lies in the fact that you need to remember a lot of parameters in order to put the formula together. And some parameters in the game cannot be seen, you have to use the help of outsiders. However, a user who understands the whole principle of calculation and knows all the parameters he needs, can as objectively as possible assess the effective of this or that weapon in general terms or in comparison with another barrel of the same category.

 

by Abdullah Sam
I’m a teacher, researcher and writer. I write about study subjects to improve the learning of college and university students. I write top Quality study notes Mostly, Tech, Games, Education, And Solutions/Tips and Tricks. I am a person who helps students to acquire knowledge, competence or virtue.

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