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Talk:Damage calculation over area

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Err, D, are you sure DZ is right on this one? 'cause this page sounds like a big pile of bullshit to me...

; PercentAtMax (def 1.0)= And this is the percent of damage it does at max range; to control fade linearly

In other words, as I understand: PercentAtMax controls how many percent of the damage are left when the "wave" of damage reaches the end of the cellspread-range.
So, if you had a weapon with

PercentAtMax=1.0
CellSpread=10

and you had your targets A, B and C, all would get the same amount of damage, 'cause 1.0 == 100%, and center == 1.0, Max == 1.0, meaning no loss of power at all.
On the other hand, had you your weapon with

PercentAtMax=0.02
CellSpread=10

then your target A would get 100% damage, target C, in the middle, would get 49.49% damage, and target B, at the edge, would get 0.02% damage.

In fact, I found no reference for your "the nuke uses this..." claim; the nuke deals 600 points of damage, spreads for 10 cells with damage degrading to 0.02% left at the edge...CellSpread is a radius. This means around the point of impact is an area of 10 cells diameter where at least 300 points of raw damage are dealt. That sounds very much like the nuke to me.

In addition, even if you were right, your explanation makes no sense at all.
You state, on the PercentAtMax page, that it's a multiplier to damage - that'd mean that in your first example nothing happens, because damage is multiplied by 1.0 - 600 * 1.0 = 600. On the other hand, in your example 2, even if a low value would keep the damage difference low, the impact-damage wouldn't degrade like that! Target A should still get 100%, and, since you claim a low value keeps the difference low, target B should receive something short of 100% - instead you say both targets get 2% or less damage.

Just think about it logically: If your statement(s) were correct, and a nuke used your example for its damage calculation process - then a nuke would deal almost constant, spread damage of the highly threatening amount of 12 points. And that's at 100% verses. It's got 8% for concrete. Now let's calculate: (12 points of damage * 0.08) * (4*4 squares of ConYard) = 0.96 * 16 = 15.36 points of damage a nuke deals to a ConYard. Am I the only one seeing that, even if everything else is right, this statement most certainly can't be?

It may be your notorious exXxplanation sKillZ again, or you simply understand the mechanism gravely different than I do, but one way or the other, this page needs major fixage. Either because what you tell is wrong, or because you need to explain it better :P

Renegade 02:09, 11 May 2006 (CEST)