VeteranCombat: Difference between revisions
Updated with TS math & info |
Doesn't work with IsSonic, at least not in TS/FS. |
||
Line 30: | Line 30: | ||
'''Example:''' If the unit's weapon deals 100 base {{f|Damage}}, then the hit would be increased to 110 (assuming {{f|VeteranCombat{{Equal}}1.1}}). | '''Example:''' If the unit's weapon deals 100 base {{f|Damage}}, then the hit would be increased to 110 (assuming {{f|VeteranCombat{{Equal}}1.1}}). | ||
: '''100 * 1.1 = 110''' | : '''100 * 1.1 = 110''' | ||
{{bugs}} | |||
{{tt|VeteranCombat}} has no effect if the weapon uses a [[IsSonic|sonic wave]]. |
Latest revision as of 07:55, 24 March 2021
Flag: | VeteranCombat |
File(s): | Rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Default: | 1.0 |
Applicable to: | General |
This is one of the several Veteran Factors that control the bonuses given by VeteranAbilities and EliteAbilities.
Contrary to popular belief, these bonuses do not stack, meaning that a FIREPOWER elite bonus will not further increase the damage dealt by a unit with a FIREPOWER veteran bonus.
In Tiberian Sun
VeteranCombat is an additive multiplier to damage dealt by the object's Primary, Secondary, and, in case of EliteAbilities=FIREPOWER, Elite weapons.
- Damage * (1.0 + VeteranCombat)
Example: If the unit's weapon deals 100 base Damage, then the hit would be increased to 125 (assuming VeteranCombat=0.25).
- 100 * (1.0 + 0.25) = 125
In Red Alert 2
Similar to TS, except the math has been simplified. VeteranCombat is now a direct multiplier to the base Damage inflicted by the weapon(s) of objects that benefit from the FIREPOWER promotional bonus.
Example: If the unit's weapon deals 100 base Damage, then the hit would be increased to 110 (assuming VeteranCombat=1.1).
- 100 * 1.1 = 110
Bugs/Side-Effects/Unexpected Limitations
VeteranCombat has no effect if the weapon uses a sonic wave.