I have re-examined the original damage formula again with the hope to change the weak damage results when using AP ammo and the overpowered results when using JHP ammo without having to modify the original .pro file values.
I believe I have accomplished this by breaking the one formula into six depending on specific conditions.
The changes I've made treat values from the ammo differently and how the damage resistance level of the armor is factored. Originally the values from the ammo would directly increase or decrease the value of the hit, causing drastic variations in damage caused by using different ammo, and the damage resistance value of the armor would amplify this variation by being a direct percentage of the hit. This meant the player was picking a weapon for the ammo it used rather than the hit/damage range the weapon had. I've changed this so the values from the ammo only affect an armor's ability to resist damage and the resistance percentage of the armor is a value of the armor's threshold, leaving the hit/damage range of the weapon to be a more intuitive indicator of what sort of damage the player could possibly expect while taking into account the damage threshold value of the target's armor.
I believe this is how a player expects to judge weapons, ammo and armor; with the notion that certain types of ammo may augment a weapons ability to do slightly better or worst damage against certain types of armor.
This will replace my previous Combat Overhaul Mod and Tweak. I think of this change as simply a Fix.
I may release a mod that changes .pro file values to hopefully address game balance in the near future.
I want thank Haenlomal for his great mod and help with my Fix. His analytical skills were immensely helpful in the early stages of the Fix and his approach to the damage calculation in his mod, were what got me thinking about where I went wrong in previous mods and how I might go about changing things this time.
Take a look at the examples provided below. You can also use these links as references for values and test the calculations on your own:
http://fallout.gamepedia.com/wiki/Fallout_2_armor_and_clothing
http://fallout.gamepedia.com/wiki/Fallout_2_weapons
http://fallout.gamepedia.com/wiki/Fallout_2_ammunition
I will add more examples now and again.
EDIT:
In case I don't get around to adding full charts for them, these other weapons should be changing significantly as well:
The Assult Rifle - slightly weaker with JHP, but much better with AP
The Flamer - all around better
Any Laser, Electric, Plasma, and/or Pulse weapon - better.
I believe I have accomplished this by breaking the one formula into six depending on specific conditions.
The changes I've made treat values from the ammo differently and how the damage resistance level of the armor is factored. Originally the values from the ammo would directly increase or decrease the value of the hit, causing drastic variations in damage caused by using different ammo, and the damage resistance value of the armor would amplify this variation by being a direct percentage of the hit. This meant the player was picking a weapon for the ammo it used rather than the hit/damage range the weapon had. I've changed this so the values from the ammo only affect an armor's ability to resist damage and the resistance percentage of the armor is a value of the armor's threshold, leaving the hit/damage range of the weapon to be a more intuitive indicator of what sort of damage the player could possibly expect while taking into account the damage threshold value of the target's armor.
I believe this is how a player expects to judge weapons, ammo and armor; with the notion that certain types of ammo may augment a weapons ability to do slightly better or worst damage against certain types of armor.
This will replace my previous Combat Overhaul Mod and Tweak. I think of this change as simply a Fix.
I may release a mod that changes .pro file values to hopefully address game balance in the near future.
I want thank Haenlomal for his great mod and help with my Fix. His analytical skills were immensely helpful in the early stages of the Fix and his approach to the damage calculation in his mod, were what got me thinking about where I went wrong in previous mods and how I might go about changing things this time.
Code:
ND = net damage value
RD = random damage value produced from weapons hit damage range
RB = ranged bonus (RB=0 unless the player has Bonus Ranged Damage perk)
CM = critical hit damage multiplier (if no critical hit then CM=2, otherwise assigned value from critical hit table)
ADR = armor damage resistance value
ADT = armor damage threshold value
X = ammo dividend
Y = ammo divisor
RM = ammo resistance modifier (only value allowed to be negative or positive in the equation)
CD = combat difficulty multiplier (Easy=75, Normal=100, Hard=125)
Original:
ND = (((RD+RB)*(X*CM)/Y/2*CD/100)-ADT)*((100-(ADR+RM))/100) // without a doubt this is the original formula, this is what is in the exe, not reverse engineered (though credit must go the Cubik2k for getting close without ever dissembling the exe)
ND then rounded to nearest whole number
Fix/Mod:
ND = ((RD+RB-(ADT+(ADT*1/100*X/Y))+X)*CM/2*CD/100) // if (ADR+RM) is less than or equal to 0
ND = ((RD+RB-(ADT+(ADT*100/100*X/Y))+X)*CM/2*CD/100) // if (ADR+RM) is greater than or equal to100
ND = ((RD+RB-((ADR+RM)/100*X/Y)+X)*CM/2*CD/100) // if ADT is less than or equal to 0
ND = ((RD+RB-(1/100*X/Y)+X)*CM/2*CD/100) // if ADT less than or equal to 0 AND (ADR+RM) is less than or equal to 0
ND = ((RD+RB-(100/100*X/Y)+X)*CM/2*CD/100) // if ADT less than or equal to 0 AND (ADR+RM) is greater than or equal to 100
ND = ((RD+RB-(ADT+(ADT*(ADR+RM)/100*X/Y))+X)*CM/2*CD/100) // all values are available
ND then rounded to nearest whole number
Take a look at the examples provided below. You can also use these links as references for values and test the calculations on your own:
http://fallout.gamepedia.com/wiki/Fallout_2_armor_and_clothing
http://fallout.gamepedia.com/wiki/Fallout_2_weapons
http://fallout.gamepedia.com/wiki/Fallout_2_ammunition
I will add more examples now and again.
Code:
Examples with some common armor and weapons (assuming no range bonus and no critical hit):
Armors:
None N
Leather LA
Metal MA
Combat CA
Power PA
Adv Power APA
10mm Pistol with 10mm JHP Ammunition
Ammo X/Y 2/1
Ammo RM 25
Original Formula Fixed Formula
N LA MA CA PA APA N LA MA CA PA APA
ADT 0 2 4 5 12 15 0 2 4 5 12 15
ADR 0 25 30 40 40 55 0 25 30 40 40 55
--------------------------------------------------------------------------------------------
5 8 4 3 2 0 0 7 3 0 0 0 0
6 9 5 4 2 0 0 8 4 0 0 0 0
7 11 6 5 3 1 0 9 5 1 0 0 0
8 12 7 5 4 1 0 10 6 2 0 0 0
9 14 8 6 5 2 1 11 7 3 0 0 0
10 15 9 7 5 3 1 12 8 4 1 0 0
11 17 10 8 6 4 1 13 9 5 2 0 0
12 18 11 9 7 4 2 14 10 6 3 0 0
--------------------------------------------------------------------------------------------
10mm Pistol with 10mm AP Ammunition
Ammo X/Y 1/2
Ammo RM -25
Original Formula Fixed Formula
N LA MA CA PA APA N LA MA CA PA APA
ADT 0 2 4 5 12 15 0 2 4 5 12 15
ADR 0 25 30 40 40 55 0 25 30 40 40 55
--------------------------------------------------------------------------------------------
5 3 1 0 0 0 0 6 4 2 1 0 0
6 4 1 0 0 0 0 7 5 3 2 0 0
7 4 2 0 0 0 0 8 6 4 3 0 0
8 5 2 0 0 0 0 9 7 5 4 0 0
9 6 3 0 0 0 0 10 8 6 5 0 0
10 6 3 1 0 0 0 11 9 7 6 0 0
11 7 4 1 0 0 0 12 10 8 7 0 0
12 8 4 2 1 0 0 13 11 9 8 0 0
--------------------------------------------------------------------------------------------
14mm Pistol with 14mm AP Ammunition
Ammo X/Y 1/2
Ammo RM -50
Original Formula Fixed Formula
N LA MA CA PA APA N LA MA CA PA APA
ADT 0 2 4 5 12 15 0 2 4 5 12 15
ADR 0 25 30 40 40 55 0 25 30 40 40 55
--------------------------------------------------------------------------------------------
12 9 5 2 1 0 0 13 11 9 8 1 0
13 10 6 3 2 0 0 14 12 10 9 2 0
14 11 6 4 2 0 0 15 13 11 10 3 0
15 11 7 4 3 0 0 16 14 12 11 4 1
16 12 8 5 3 0 0 17 15 13 12 5 2
17 13 8 5 4 0 0 18 16 14 13 6 3
18 14 9 6 4 0 0 19 17 15 14 7 4
19 14 9 7 5 0 0 20 18 16 15 8 5
20 15 10 7 6 0 0 21 19 17 16 9 6
21 16 11 8 6 0 0 22 20 18 17 10 7
22 17 11 8 7 0 0 23 21 19 18 11 8
--------------------------------------------------------------------------------------------
Laser Pistol with Small Energy Cell Ammunition
Ammo X/Y 1/1
Ammo RM 0
Original Formula Fixed Formula
N LA MA CA PA APA N LA MA CA PA APA
ADT 0 0 4 8 18 19 0 0 4 8 18 19
ADR 0 20 75 60 80 90 0 20 75 60 80 90
--------------------------------------------------------------------------------------------
10 10 8 2 1 0 0 11 11 4 0 0 0
11 11 9 2 1 0 0 12 12 5 0 0 0
12 12 10 2 2 0 0 13 13 6 0 0 0
13 13 10 2 2 0 0 14 14 7 1 0 0
14 14 11 3 2 0 0 15 15 8 2 0 0
15 15 12 3 3 0 0 16 16 9 3 0 0
16 16 13 3 3 0 0 17 17 10 4 0 0
17 17 14 3 4 0 0 18 18 11 5 0 0
18 18 14 4 4 0 0 19 19 12 6 0 0
19 19 15 4 4 0 0 20 20 13 7 0 0
20 20 16 4 5 0 0 21 21 14 8 0 0
21 21 17 4 5 1 0 22 22 15 9 0 0
22 22 18 5 6 1 0 23 23 16 10 0 0
--------------------------------------------------------------------------------------------
In case I don't get around to adding full charts for them, these other weapons should be changing significantly as well:
The Assult Rifle - slightly weaker with JHP, but much better with AP
The Flamer - all around better
Any Laser, Electric, Plasma, and/or Pulse weapon - better.