![]() ![]() This meant the player was picking a weapon for the ammo it used rather than the hit/damage range the weapon had. 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. The changes I've made treat values from the ammo differently and how the damage resistance level of the armor is factored. I believe I have accomplished this by breaking the one formula into six depending on specific conditions. ![]() 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. ![]()
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