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Difference between revisions of "Damage calculation over area"

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== Damage calculation over area ==
 
 
 
The damage fades in linear regression from the center to the edge of the impact area, in cell-sized steps. So decreasing <tt>[[PercentAtMax]]</tt> creates an almost constant damage level over the area, meaning the targets at the edge receive almost as much damage as the ones in the center. The higher you set <tt>[[PercentAtMax]]=</tt>, the steeper the damage difference.
 
The damage fades in linear regression from the center to the edge of the impact area, in cell-sized steps. So decreasing <tt>[[PercentAtMax]]</tt> creates an almost constant damage level over the area, meaning the targets at the edge receive almost as much damage as the ones in the center. The higher you set <tt>[[PercentAtMax]]=</tt>, the steeper the damage difference.
  

Revision as of 13:22, 6 May 2006

The damage fades in linear regression from the center to the edge of the impact area, in cell-sized steps. So decreasing PercentAtMax creates an almost constant damage level over the area, meaning the targets at the edge receive almost as much damage as the ones in the center. The higher you set PercentAtMax=, the steeper the damage difference.

(If you graph the damage from center to edge, (Axis X = distance from edge, in cells, Y = % of original damage) then the derivative of that line will be equal to PercentAtMax/CellSpread .)

Example:

Imagine three identical targets, the first one (A) placed at the impact point, the second one (B) at the edge of the impact zone, and the third (C) in the middle of them.

Upon detonation of a warhead with stats:

PercentAtMax=1.0
CellSpread=10

Target A receives 100% original damage, Target B receives 1%, and Target C receives ~50%.

If a different warhead is detonated, with stats:

PercentAtMax=0.02
CellSpread=10

, Targets A and C receive 2% of the original damage, and Target B receives 1%. (This is used on the Nuke, to render all the affected area almost identically.)