How do you interpret the damage listing of a weapon, to what takes place in the game?
Say the weapon has a listed rating of "6". Okay, it does more damage than a weapon with a listed displayed rating of "5", by a factor of 1 it is assumed, and less than one with "8", i.e., by a factor of 2, again assumed. But what is that in relationship to? What's the scale, for example, if any?
I've always wondered what exactly am I looking at as it pertains to the damage a weapon will do if it is listed as a "6".
Now, the second part is, how to understand the above to what the game has assigned as damage points to the various elements within the game. An animal/NPC has a damage rating of, say, 500. Okay, and a weapon has a specific damage rating of, say, 250. Easy to do the math (without getting into coded critical hit areas, etc).
But how does that assigned damage rating, as coded, relate to whatever would be the specific weapon's displayed damage number?
"The NUKE, are you crazy?" "Oh relax, it's got a very small yield. Just enough ..."
>How do you interpret the damage listing of a weapon, to what takes place in the game?
With a MASSIVE grain of salt. Ubi didn't correlate ANY of the stats (well most any of them) that are displayed to the player with any number in the game... I think possibly rate of fire is a direct correlation dividing the real world ROF by 100 or something
Since humans have 100 health without any kind of armor I originally made my damage stats simply damage divided by 10 up to a damage value of 90. Beyond 90 I used some kind of spread to designate 9.1 to 10. However the game barely shows changes in the bar between .1 differences so in the end most of the overtop weapons were just given a 9.25, 9.5, 9.75 or 10 depending on how ridiculous their damage was. Note this probably got screwed up or changed somewhere in the multitude of mod updates and so may no longer be accurate.
Ubi on the other hand set completely arbitrary values for damage, mobility, etc. based on how they thought the weapon might be perceived by players. There is definitely no numerical comparison (that I could find anyway) between their on screen values and the values found in the weapon data - i.e. the weapon archetype files.
And all this science, I don't understand... It's just my job, five days a week