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Thread: Formula for figuring out armor values vs projectile damage

  1. #1

    Default Formula for figuring out armor values vs projectile damage

    I made up a formula for modders to use when figuring out the various projectile_damage things in kv_rules. I'm not mathmatician so I might be totally wrong, but this is based on what I know these values do now thanks to the TWEAK. This Formula is for a very rough estimate. It is also hard to test in game to see if it works properly, so i leave that up to you guys .

    Things colored in Red are related to KV_Rules values.

    Let AC = Unit Accuracy (Core accuracy) and Let AR = Unit Armor. Let Z = Range and let D = Unit Defense.

    ( ( {PD_Base Multiplyer} * Projectile Damage ^found in Projectiles DB^ ) + ( AC * [PD Accuracy Multiplayer] ) ) - ( AR / {PD Armour Divisor}) - (Z * [PD Distance Multiplyer]) - (D / [PD Defense Divisor])

    So for example. I have a unit with 33 Core Accuracy, with the PD modifier at .35. I set my BASE to 50.
    I have another unit with 5 armor and 10 defense. I set the PD value to 0.2 Let's say the range is about 45 , with a modifier at 0.2

    ((50 * .8) + (33*0.35)) - (5/0.2) - (10/ 4)-( 45 *0.2)

    15.05 kill chance (per arrow I'm assuming) {please note this is assuming the projectile shogun_arrow [or whatever] is using 0.8 instead of the default 0.3. Matchlocks by default have 2.0}

    If you want a more rough estimate, simply add up the Base + (AC * Multiplyer) and then substract that figure from (AR / Multiplyer)

    Sorry if this had been posted before. I'm lazy and didn't use search. Sue me.

    -edit- should also mention I'm not too sure how damage under projectile_tables figures into this. I figure it is multiplied by the base multiplier.

    Also distance seems a bit tricky. It says multiplyer, but the default is 2. So a unit 50 feet (or whatever) away, 50 * 2 = 100, so it would subtract 100 from the kill chance, which would result in negative results?
    Last edited by Lokgar; September 27, 2012 at 05:46 PM.

  2. #2

    Default Re: Formula for figuring out armor values vs projectile damage

    anyone been messing around with this any? I've got some pretty promising results, but still not to the level I want. Also hard to test because sometimes the AI doesn't want to let his melee troops get pelted by arrows .

  3. #3

    Default Re: Formula for figuring out armor values vs projectile damage

    I have. I asked about the relationship between offensive and defensive unit stats in one of the threads around here. This info was pretty useful. I can confirm that armor seems to have a significant effect on arrow survival. I'm not so sure about range, but I think I did see more troops felled during some of my archers' skirmishes. I think there were a couple of projectiles that were labelled ap in the projectile table. Might be interesting to try adding that property to conventional arrows and test it out in a custom battle to see the difference in kill count with it on and off versus something with high armour.

  4. #4

    Default Re: Formula for figuring out armor values vs projectile damage

    I added AP to flaming arrows, but I haven't had a chance to test it. Currently I have it set in a way that normal arrows won't do much to units with 4-5 armor, but flaming arrows should be able to pierce through that,

  5. #5
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Formula for figuring out armor values vs projectile damage

    The guys from the modding summit said that aside from range, height plays an important role for arrow damage and I would guess wind speed.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
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  6. #6

    Default Re: Formula for figuring out armor values vs projectile damage

    Quote from the Summit: "We've seen a lot of formulas on the forums... all of them wrong".
    In fact, they said there's really not a single formula; combat is a very complex series of calculations with a large variety of factors.
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  7. #7

    Default Re: Formula for figuring out armor values vs projectile damage

    Late response so sorry, but yeah I figured this was the case. It seemed to work fine the first few battles, but then crashes happened after unknown variables messed with stuff, so I just ended up reverting to default and instead tweaking the values lower accuracy at a certain range. Seems to be much more stable.

    Although, this was made AFTER the summit, and TWEAK does actually say (sort of) how these variables interact with each other, so I just filled in the blanks. There's a few blanks missing though, and I doubt I'll find em.

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