Damage Mitigation: Difference between revisions

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As every bullet now does only 14 damage, and 6 bullets hit Zmeja, he now gets 84 damage. In reality, every bullet would have its own damage calculated, and there would also be Damage Resistance affecting the damage. This is only a simplified calculation of just how Threshold affects the damage.
As every bullet now does only 14 damage, and 6 bullets hit Zmeja, he now gets 84 damage. In reality, every bullet would have its own damage calculated, and there would also be Damage Resistance affecting the damage. This is only a simplified calculation of just how Threshold affects the damage.
== Combining both ==
So now let's combine both Resistance and Threshold. Let's use the second example of 6 bullets a 25 damage, with 11 Threshold and 35% Resistance.
<math>6 * (25 - 11) * (\frac{100 - 35}{100}) = 54</math>
With both Resistance and Thresholds taken into account, Zmeja receives only 54 damage, instead of 150 without any resistances.

Latest revision as of 13:05, 17 November 2023

Damage Calculation is a very complicated topic in the game. The file for calculating damage is over thousands of lines long, so here, I will explain the mere basics of which values do what in terms of damage calculations.

Apart from Armor Class and Cover lowering our chance to be hit, we have ways to decrease the damage once we actually do get hit.

For this, we have both Damage Resistances and Damage Thresholds. Both accomplish the same goal of lowering the damage we receive, but in different ways.

Each Damage type has its own resistance and thresholds. So with for example Fire Leather Armor, we would have extremely high Fire Resistances of around 80%. But we lack the Resistance to Normal gunfire and only have 45% Normal Resistance.

It is important to note, that Damage Thresholds are applied before Damage Resistances. This leads to a weaker damage mitigation, then if we would do it the other way around, as the Damage Resistance percentage now cuts less damage-points out of the equation. This effectively makes Damage Thresholds slightly worse in action, but shouldn't be paid too much mind. (This is especially noticeable, if you have a Threshold that cuts out a high percentage of damage already, due to the damage instances being very low, or the Threshold being very high)

Damage Resistance

A value in Damage Resistance is always a percentage. For example. we can have a Fire Resistance of 35%. This means, that any Fire Damage we receive, we will block 35% of it.

Let's say, Zmeja is hit standing in Fire. One tick does 80 Fire damage. How much damage would Zmeja receive, if he has 35% Fire Resistance?


After removing 35% of the damage, Zmeja gets hit for 52 damage per tick from the molotov. In reality, Zmeja's Fire Threshold would also lower the damage he receives. This is only a simplified calculation of just how Resistance affects the damage.

Damage Threshold

A value in Damage Threshold is always a flat integer value. For example, we can have a Normal Threshold of 7. This means, that every bullet fired from a weapon with normal damage, will deal 7 less damage.

Let's say, Zmeja stands inside a burst. An enemy shoots a burst of 10 bullets, but only 6 bullets hit Zmeja. A bullet does 25 damage, and Zmeja has a Damage Threshold of 11. How much damage does he receive?


As every bullet now does only 14 damage, and 6 bullets hit Zmeja, he now gets 84 damage. In reality, every bullet would have its own damage calculated, and there would also be Damage Resistance affecting the damage. This is only a simplified calculation of just how Threshold affects the damage.

Combining both

So now let's combine both Resistance and Threshold. Let's use the second example of 6 bullets a 25 damage, with 11 Threshold and 35% Resistance.


With both Resistance and Thresholds taken into account, Zmeja receives only 54 damage, instead of 150 without any resistances.