User:RotatcepS/tests/Damage

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input parameters

  • D: base damage input
  • T: attack interval time in seconds
  • V: velocity in HU/s
  • E: Explosion radius percent of normal (1.0 = full radius)
  • S: spread value of fragments or recoil
  • F: number of fragments
  • recovery: time in seconds to recover recoil accuracy
  • maxRange: maximum reach of weapon in HU (e.g. flamethrower, medi gun)
  • H: Close ramp up multiplier
  • L: Far fall off multiplier
  • MH: Close ramp up multiplier for Minicrits (defaults to H)
  • ML: Far fall off multiplier for Minicrits (defaults to 1.0)
  • CH: Close ramp up multiplier for crits (defaults to 1.0)
  • ML: Far fall off multiplier for crits (defaults to 1.0)

type: output type selection (defaults to "text")

  • dps = e.g. "100 + splash"
  • spread-accuracy = accurate at x% range
  • spread-ratio-old = spread of x:1
  • spread-ratio
  • spread-ratio-half = spread of x:1
  • velocity-accuracy = closes range in x seconds, accurate at x% range
  • explosive-accuracy = splash accurate at x% range
  • time-to-target
  • ttt (based on 512Hu)
  • time
  • interval = T
  • bullet count
  • pellet count
  • fragments = F
  • velocity
  • speed = V
  • radius
  • splash-percent = E
  • splash radius (based on 146HU)
  • spread-value = S
  • recovery = recovery
  • maxrange = maxRange
  • rampup = H
  • ramp up % = H*100 rounded
  • ramp up
  • close-base = D*H
  • point blank
  • close = (one fragment-)(50% damage with splash tooltip-)damage
  • fragment-close = one fragment
  • close-minicrit-base = 1.35*MH
  • close-minicrit = (one fragment-)(splash-)1.35*MH
  • fragment-close-minicrit = one fragment*1.35*MH
  • close-crit-base = 3*CH
  • close-crit = (one fragment-)(splash-)3*CH
  • fragment-close-crit = one fragment*3.0*CH
  • h = H
  • l = L
  • ch = CH (1.0)
  • cl = CL (1.0)
  • mh = MH (H)
  • ml = ML (1.0)
  • rampdown = L
  • fall off % = L*100 rounded
  • fall off
  • far-base = D*L
  • long range
  • far = (one fragment-)(splash-)damage
  • fragment-far = one fragment*L
  • far-minicrit-base = 1.35*ML
  • far-minicrit = (one fragment-)(splash-)damage
  • fragment-far-minicrit-base
  • fragment-far-minicrit = one fragment*1.35*ML
  • far-crit-base = 3*CL
  • far-crit = (one fragment-)(splash-)damage
  • fragment-far-crit-base
  • fragment-far-crit = one fragment*3*CL
  • minicrit-base = 1.35*
  • minicrit = (one fragment-)(splash-)damage
  • fragment-minicrit-base
  • fragment-minicrit = one fragment*1.35*
  • crit-base = 3*
  • crit
  • critical = (one fragment-)(splash-)damage
  • fragment-crit-base
  • fragment-crit = one fragment*3*
  • medium-base
  • base = D
  • medium = (one fragment-)(splash-)damage
  • text
  • blank = (one fragment-)(splash-)damage with ramp up & fall off tooltip
  • fragment-base
  • fragment = one fragment

input parameters

  • D: base damage input
  • T: attack interval time in seconds
  • V: velocity in HU/s
  • E: Explosion radius percent of normal (1.0 = full radius)
  • S: spread value of fragments or recoil
  • F: number of fragments
  • recovery: time in seconds to recover recoil accuracy
  • maxRange: maximum reach of weapon in HU (e.g. flamethrower, medi gun)
  • H: Close ramp up multiplier
  • L: Far fall off multiplier
  • MH: Close ramp up multiplier for Minicrits (defaults to H)
  • ML: Far fall off multiplier for Minicrits (defaults to 1.0)
  • CH: Close ramp up multiplier for crits (defaults to 1.0)
  • ML: Far fall off multiplier for crits (defaults to 1.0)

type: output type selection (defaults to "text")

  • dps = e.g. "100 + splash"
  • spread-accuracy = accurate at x% range
  • spread-ratio-old = spread of x:1
  • spread-ratio
  • spread-ratio-half = spread of x:1
  • velocity-accuracy = closes range in x seconds, accurate at x% range
  • explosive-accuracy = splash accurate at x% range
  • time-to-target
  • ttt (based on 512Hu)
  • time
  • interval = T
  • bullet count
  • pellet count
  • fragments = F
  • velocity
  • speed = V
  • radius
  • splash-percent = E
  • splash radius (based on 146HU)
  • spread-value = S
  • recovery = recovery
  • maxrange = maxRange
  • rampup = H
  • ramp up % = H*100 rounded
  • ramp up
  • close-base = D*H
  • point blank
  • close = (one fragment-)(50% damage with splash tooltip-)damage
  • fragment-close = one fragment
  • close-minicrit-base = 1.35*MH
  • close-minicrit = (one fragment-)(splash-)1.35*MH
  • fragment-close-minicrit = one fragment*1.35*MH
  • close-crit-base = 3*CH
  • close-crit = (one fragment-)(splash-)3*CH
  • fragment-close-crit = one fragment*3.0*CH
  • h = H
  • l = L
  • ch = CH (1.0)
  • cl = CL (1.0)
  • mh = MH (H)
  • ml = ML (1.0)
  • rampdown = L
  • fall off % = L*100 rounded
  • fall off
  • far-base = D*L
  • long range
  • far = (one fragment-)(splash-)damage
  • fragment-far = one fragment*L
  • far-minicrit-base = 1.35*ML
  • far-minicrit = (one fragment-)(splash-)damage
  • fragment-far-minicrit-base
  • fragment-far-minicrit = one fragment*1.35*ML
  • far-crit-base = 3*CL
  • far-crit = (one fragment-)(splash-)damage
  • fragment-far-crit-base
  • fragment-far-crit = one fragment*3*CL
  • minicrit-base = 1.35*
  • minicrit = (one fragment-)(splash-)damage
  • fragment-minicrit-base
  • fragment-minicrit = one fragment*1.35*
  • crit-base = 3*
  • crit
  • critical = (one fragment-)(splash-)damage
  • fragment-crit-base
  • fragment-crit = one fragment*3*
  • medium-base
  • base = D
  • medium = (one fragment-)(splash-)damage
  • text
  • blank = (one fragment-)(splash-)damage with ramp up & fall off tooltip
  • fragment-base
  • fragment = one fragment