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Crippled arms isn't affecting melee damage


bct18181

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According to https://geckwiki.com/index.php/Weapon_Damage_Formula the melee penalty for crippled arms is dictated by fDamageArmConditionBase and fDamageArmConditionMult.

But they do absolutely nothing. I'm testing with a damage numbers mod to be sure.

 

I know it's not uncommon for things to be unused in this game but I don't know what else to do. Guns are properly affected with a larger spread but melee has no downside that I can see.

 

If anyone has any ideas I'm all ears.

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Just to be sure, your character doesn't have one of the hundred +% damage challenge perks that might be disrupting your numbers, do they?

 

The maximum damage penalty with vanilla settings is only 10% of base damage, so it's not surprising if it's barely noticable or outright irrelevant.

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Just to be sure, your character doesn't have one of the hundred +% damage challenge perks that might be disrupting your numbers, do they?

 

The maximum damage penalty with vanilla settings is only 10% of base damage, so it's not surprising if it's barely noticable or outright irrelevant.

 

It shouldn't matter, should it? I adjusted those 2 parameters anywhere from 0.0 to 5.0 and nothing changed.

 

If those actually controlled the melee damage scaling with crippled arms, changing their values would do something.

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Use the console with "GetAv Health" to be sure. And it is likely it won't accept any input outside the range of 1.0 & 0.0

Which those may not be inclusive either.

To test ... I would set up a punching bag NPC ... high health , 0 armor & low to 0 damage output. Test with a high end damage weapon.

Adjust 1 of those numbers one at a time. Both healthy and crippled arm(s) .

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Well I just did a quick test with a police baton , naked actor .

Set damage to 100 , turned off all crit damage.

Lvl 1 100% healthy arm ... hitting for about 70 dmg consistently.

Same but crippled arm "PlayerRef.DamageAv RightAttackCondition 100"

 

Was hitting fairly consistently 60 dmg

 

Wouldn't call it confirmation ... but with the seems to me method ... seems to be doing what the wiki says-ish .

 

So obviously more testing need done before deciding what is really going on.

And would say Strength & Mele Skill needs a plot point on the graph too .

Straight vanilla ofcourse ... THEN start adjusting those game settings ( minutely )

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Okay, some more insight.

 

For some reason, the crippled arm penalty for melee weapons isn't dictated by the settings above, but by fDamageSkillMult, which I have set to 0 because I don't want my weapon damage dictated by my skill.

 

Funny thing, even with that set to 0, unarmed weapons still scale with skill level whereas the other weapon types don't.

 

At the moment, only guns, energy, and explosives actually work correctly. Unarmed is incorrectly scaling with skill and melee isn't affected by broken arms.

 

This game...

Edited by bct18181
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You were expecting plug and play ?

Sorry it's plug and pray if you don't spend the time to understand the tick.

Which will take slow and steady testing to really know.

 

 

When they wrote the wiki ... yes sure was not extensively tested ... but I'm sure more than your willy nilly method so far :ninja:

It's the best middle ground we have so far ... which has been getting updated.

So when you say "This game" do you mean the wiki ? cuz they are not one in the same :geek:

 

Maybe you would like to be part of those that update the wiki ?

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