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Pre-hit damage
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Calculated on the basis of the weapon's Damage attribute with all bonuses provided by the firer's attributes. Specifically, it includes the following calculations:
- If there is IsSonic=yes or UseFireParticles=yes, but no Ares-extended ApplyDamage=yes, force to 0;
- If Damage is less than or equal to 0, skip all of the following;
- From difficulty's FirePower
- From the owning side's country attribute Firepower
- The multiplier of the last entry in the [Powerups]→Firepower= list from crates
- Ares AE's FirepowerMultiplier is implemented by being merged into the same field as crates, so it is also considered
- Round down once here, multiply by Phobos AE's FirepowerMultiplier, and after each of steps 7-10 below, also round down once
- VeteranCombat
- OccupyDamageMultiplier
- BunkerDamageMultiplier
- OpenToppedDamageMultiplier
- The data is stored into the projectile and enters the next stage
- If there is Degenerates=yes, -1 per frame, at least 5.
- On hit
SuppressionThreshold and a series of other features are processed before the actual damage is applied to the object's health; they actually use the intermediate value obtained from the above calculation process rather than the original Damage attribute or the final damage value.