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Lack of a consistent guideline for ranged weapon damage #26183
Cataclysm currently lacks a consistent guideline for ranged weapons as a whole. While we have the guideline for bullets/guns which does a wonderful job and is outline near the bottom of this document
Ideally a formula needs to be created for all ranged weapons to follow that accounts for terminal ballistics in either an abstract or detailed way to ensure consistency across ranged weapons.
I've set up a very basic example solution which takes the in game bullets and bullet formula as a base and accounts for terminal ballistics as an end multiplier of damage, with damage increasing as the projectile's lethal nature is more based on wound channels.
I've personally very little experience in terminal ballistics so it's difficult for myself to create a way to abstract them accurately. Any feedback as to other options and alternate solutions would be vastly appreciated!
I've updated the spreadsheet after much rigorous testing that mainly consisted of plotting data points all over Desmos. The example formula now works well for even edge cases, so long as the Damage Type/Terminal Ballistics (DT) multiplier is properly accounted for. Due to the basing of the formula off of the pre-existing gun balance, the end results are not far off from the current game values in most cases.
Any drastically different values I've found have indicated something wrong with either the gun or projectile itself, such as the incredibly heavy arrows of CDDA. (A Metal Bodkin is 925.942 grain. Assuming best case scenario aka. the bow we're using has a very high draw weight of 80lb we're still at a ratio of 11.5 grains per pound of draw force. Well above the 8 grain per pound rule of thumb for what makes a heavy arrow for a bow.)
Due to this, I believe the current example formula, with some tweaking, has potential use as either a base or the entirety of the new formula for ranged damage. I've also included a calculator on the first sheet so that the formula can be easily tested with any set of projectile kinetic energy and DT combination.
Ammo weight would be a separate list from the damage/AP differences. Having both current and under formula ammo weights is important as without noting a change in ammo weight, some of the new formula's outputs are a bit crazy. I think I noted the arrows above, and they're a good example. With current CDDA arrow weight the bow damage would be very, very low compared to a more sane arrow weight.
Though, using my current knowledge of notepad++ search function I can fairly easily extract all the ammo weights I need, so if making a separate list for the weights is an issue at all I can get that bit done