ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Pre-hit damage

From ModEnc
Jump to navigation Jump to search

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:

  1. If there is IsSonic=yes or UseFireParticles=yes, but no Ares-extended ApplyDamage=yes, force to 0;
  2. If Damage is less than or equal to 0, skip all of the following;
  3. From difficulty's FirePower
  4. From the owning side's country attribute Firepower
  5. The multiplier of the last entry in the [Powerups]→Firepower= list from crates
  6. Round down once here, multiply by Phobos AE's FirepowerMultiplier, and after each of steps 7-10 below, also round down once
  7. VeteranCombat
  8. OccupyDamageMultiplier
  9. BunkerDamageMultiplier
  10. OpenToppedDamageMultiplier
  11. The data is stored into the projectile and enters the next stage
  12. If there is Degenerates=yes, -1 per frame, at least 5.
  13. 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.