Talk:Damage

From Team Fortress Wiki
Revision as of 08:20, 8 June 2014 by Piemanmoo (talk | contribs) (Damage type icons)
Jump to: navigation, search

Weapon naming

Every weapon is referred to by its group "like Rocket Launchers, Stickybomb Launchers" except for "the Rocket Launcher and Direct Hit" where weapons are named specifically.

Maybe change it to "like Rocket Launchers"?

Alternately, include each weapon type "Rocket Launchers, Sticky Launchers and Syringe Guns"?). This is assuming that these weapons do determine distance on impact. This group of weapons is the same as that in the section on reduced ramp-ups, so maybe move this section to there? Mechlord 06:03, 15 September 2010 (UTC)

Kind of a related topic here, a lot of terms in this article (Rocket Launchers, Syringe Guns, Flamethrowers and so forth) are used to describe groups of weapons with similar properties. However, the links direct only to one weapon from those groups, usually the vanilla one. For example, "Rocket Launchers" links to the Soldier's default Rocket Launcher, thereby suggesting (incorrectly) that the Direct Hit and Black Box are not affected by these mechanics. I suggest creating disambiguation pages for the different "weapon categories", and linking to those instead. Zoon-li 00:56, 7 March 2011 (UTC)

Building damage/damage to buildings

I feel that there should be some reference to Buildings and how they receive/deal damage, like a short blurb with a link to the Buildings main article. --Aranarth 00:28, 10 January 2011 (UTC)

Hunstman & Crusaders Crossbow

What type of damage do they do? The Unbeholden 07:10, 13 March 2011 (UTC)

AFAIK The Huntsman has no damage Ramp-up/Fall-off and The Crusader's Crossbow does reversed Ramp-up/Fall-off. (does more damage at long range, and less damage up close.) TheIgnorantMedic 02:33, 2 June 2012 (PDT)

Practical example or video demonstration

I was wondering if a practical example (e.g. "A Soldier on the Balcony of 2Fort fires a rocket aimed at a Scout in the middle of the bridge roof...") or even better a video like the weapon demonstrations could help understand better the article for non-english readers (therefore helping the translation).--Kid Of The Century 07:18, 1 April 2011 (UTC)

About the calculation of Damage vulnerability, resistance and blocking

In the final example, how does the last result come out (42.8% resistance to sentry bullets)? I'm bad at math, anyone can demonstrate the process for me? Thanks for help. Jcmbmhitacid 08:21, 2 June 2011 (UTC)

  1. Start with taking 100% damage from an attack.
  2. Tank Buster set: 20% resistance. 100% * (100% - 20%) = 80%
  3. Pain Train: 10% weakness. 80% * (100% + 10%) = 88%
  4. Battalion's Backup: 35% resistance. 88% * (100% - 35%) = 57.2%
  5. Taking 57.2% of the damage from attack means you resist 42.8% of it.
Toomai Glittershine 11:22, 23 July 2011 (PDT)

Damage type icons

I think it might be useful to put some icons on weapon pages representing what types of damage they do, seeing as some of them are non-obvious. So I went through all the damage types in the Source engine and threw together this prototype. Would this be helpful? Toomai Glittershine 11:22, 23 July 2011 (PDT)

I'm confused. – Smashman (talk) 08:19, 24 July 2011 (PDT)
We ought to indicate which damage types (bleed, bullet, explosive, fire, melee, and typeless) each weapon deals. The bison seems to deal typeless damage, for example, which is a little odd. Toomai is suggesting that we come up with an icon system to indicate damage types, and use them on the weapon pages. I don't particularly like the icons provided, but I think it's a good idea. — Armisael 14:11, 5 August 2011 (PDT)
Yeah, that's pretty much what I was getting it. Toomai Glittershine 08:35, 24 August 2011 (PDT)
I think it's a good idea, particularly since some weapons don't deal the kind of damage you'd expect them to (like how melee damage was typed as bullet damage for a while). ==Fax Celestis talkcontribhome 08:52, 24 August 2011 (PDT)
I think it's fairly obvious what damage 'type' most weapons deliver. For the likes of the Bison, though, perhaps it should be specified on its page that it is a specialised type on its own.--Focusknock 08:03, 28 August 2011 (PDT)
It certainly couldn't hurt. Add it, I say! Randomscripter 13:03, 17 December 2011 (PST)
I agree with Focusknock. But true it won't hurt to add more details. Maybe to put in on item infobox only. BenMQ 03:36, 12 January 2012 (PST)
This is really important now with the Vaccinator. I believe the Syringe Gun does bullet damage, but I can't be sure. --Randomtagger 10:06, 1 February 2013 (PST)
Pictogram plus.png Support This is absoulutly needed. in all honesty, this should have been around BEFORE the vaccinator was implemented. You know how some items (chargin' targe, candy cane) have resisitences and vulnerabilities? Exactly, Damage types. Super? Prototype 08:06, 19 April 2013 (PDT)
It's been like 3 years now so I'll go out on a limb and say the answer is no. --Piemanmoo 01:20, 8 June 2014 (PDT)

Maximum Distance

Should there be a mention as to the maximum distance which bullets can travel? Cause there is a maximum distance that bullets can fly. Go to a ridiculously large map, and try to snipe something far away, you wont hit it.Nibelhim 06:39, 27 September 2011 (PDT)

Mini-crits damage formula

On the 'Critical hits' article, it is mentioned mini-crits "ensure a weapon does at least 135% of its base damage". However, by the mini-crit damage formula given, it's not made clear if it really works that way. It gives the impression, at least to me, that if the attacker is 512 units or more away from his target, the damage done can be actually less than 135% of a weapon's base damage.

The reason is that, in such a case, the distance between the attacker and target is initially set to be 512 units, and so, by then applying the +- 153.6 distance modifier, there's a chance the game considers the attacker to be up to 153.6 units further than 512 units away. Only after these calculations it multiplies the final damage, which may be less than the base damage, by 135%.

Anohter issue is about the mini-crit damage listed on pretty much every weapon's infobox. It gives the base damage multiplied by 135% as the only possible value, when a mini-crit can deal more damage than that, going by the formula, and possibly less than that, if what I wrote before is correct. So, instead of a single value, shouldn't the mini-crit damage be given as "max value - min value"?

Yea, dunno if I got what I'm wondering thru, but still. Adreadline 15:15, 30 October 2011 (PDT)

Damage Resistances in Relation to Critical Hits

I was making a pointless argument on the SPUF site about the Vaccinator. I was making the argument that Resistances were factored prior to crits being multiplied

But, lo and behold, crits are factored after resistances are factored.

Here is the thread that I posted in that gives my math. http://forums.steampowered.com/forums/showpost.php?p=34177566&postcount=32

https://www.dropbox.com/s/2g7c501ldz3iqmg/damage.dem

That dem file shows how much damage I received as a Heavy with the Fists of Steel.

Here, I see that the damage calculations are shown that resistances are calculated after the crit damage.

D Holland 11:09, 11 April 2013 (PDT)