Damage Equation: Difference between revisions
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Let {{#tag:math|fps}} be your game's framerate. Typically it is your monitor's refresh rate.<br> | Let {{#tag:math|fps}} be your game's framerate. Typically it is your monitor's refresh rate.<br> | ||
Let {{#tag:math|\Delta}} be your game's delta frame time, as {{#tag:math|\Delta = \frac 1 {fps} }}.<br> | Let {{#tag:math|\Delta}} be your game's delta frame time, as {{#tag:math|\Delta = \frac 1 {fps} }}.<br> | ||
Unless the guntower is of a missilefire type, then {{#tag:math|\Delta}} always has a value of {{#tag:math|0.5}} | |||
Then, let {{#tag:math|V_{dr} = A_d \times \Delta - V_a | Then, let {{#tag:math|V_{dr} = A_d \times \Delta - V_a \times \Delta}} be the victim's dealt damage. | ||
For example, a level 3 John Guntower shooting one "fire" bullet | For example, a level 3 John Guntower shooting one "fire" bullet with a damage of {{#tag:math|40}} at a John Navigation Tower with a "fire" armor of {{#tag:math|3}}, and a framerate of 60fps:<br> | ||
First, {{#tag:math|\Delta = \frac 1 {60} \simeq 0.0166 }}<br> | First, {{#tag:math|\Delta = \frac 1 {60} \simeq 0.0166 }}<br> | ||
Then, {{#tag:math|V_{dr} = 40 \times 0.0166 - 3 \times 0.0166 \simeq 0.6166}}<br> | Then, {{#tag:math|V_{dr} = 40 \times 0.0166 - 3 \times 0.0166 \simeq 0.6166}}<br> | ||
Thus, {{#tag:math|0.6166}} damage will be dealt to the John Navigation Tower. | Thus, {{#tag:math|0.6166}} damage will be dealt to the John Navigation Tower. |
Latest revision as of 11:32, 17 December 2022
To know how much damage an attacker (guntower, aircraft, ...) will do to a victim entity, you need to know the attacker's damage and damage type, the victim's armor against this damage type and your framerate[1].
Damage Type[edit | edit source]
Project Nomads uses two damage types:
- coll: used for collisions
- fire: catch-all type for any attack, explosion, skrit cloud, etc...
At the current moment, this wiki only lists "fire" type armor/damage for buildings.
Equation[edit | edit source]
Let be the attacker's damage of any type.
Let be the victim's armor against the same type of damage.
Let be your game's framerate. Typically it is your monitor's refresh rate.
Let be your game's delta frame time, as .
Unless the guntower is of a missilefire type, then always has a value of
Then, let be the victim's dealt damage.
For example, a level 3 John Guntower shooting one "fire" bullet with a damage of at a John Navigation Tower with a "fire" armor of , and a framerate of 60fps:
First,
Then,
Thus, damage will be dealt to the John Navigation Tower.
- ↑ TODO: Check fps' relation in multiplayer