Difference between revisions of "Damage"

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(Damage types)
(Weapon damage: Pomson 6000 and Righteous Bison update)
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The '''distance modifier''' is a number between 1.5 and 0.5 that sinusoidally decreases as the distance between the attacker and the target increases. The trough of the wave is at 1024 units, and all distances beyond 1024 are treated as 1024 for the purposes of damage calculation. In this formula, there is a random variation in the distance of ±102.5 units (shown in the graph around 512 units, as an example). This means that you may be treated as being up to 102.5 closer or farther than you actually are, for purposes of the formula. ''This is the 15% variation many players have heard of; it is not simply a 85–115% multiplier on the final damage.''
 
The '''distance modifier''' is a number between 1.5 and 0.5 that sinusoidally decreases as the distance between the attacker and the target increases. The trough of the wave is at 1024 units, and all distances beyond 1024 are treated as 1024 for the purposes of damage calculation. In this formula, there is a random variation in the distance of ±102.5 units (shown in the graph around 512 units, as an example). This means that you may be treated as being up to 102.5 closer or farther than you actually are, for purposes of the formula. ''This is the 15% variation many players have heard of; it is not simply a 85–115% multiplier on the final damage.''
  
The distance modifier is altered for [[Rocket Launcher]]s, [[Stickybomb Launcher]]s (when detonated within 5 seconds), and [[Syringe Gun]]s. When the distance used in the formula is less than 512 units, the damage ramp is flattened. As a result, the maximum damage you can have is 125% for Rocket Launchers, and 120% for Stickybomb Launchers and Syringe Guns (shown by the maroon offshoot in the graph). In short, these three weapons gain less extra damage from the distance modifier at close range, but still suffer from the same long-range damage penalty as the other weapons.
+
The distance modifier is altered for [[Rocket Launcher]]s, [[Stickybomb Launcher]]s (when detonated within 5 seconds), [[Syringe Gun]]s, [[Righteous Bison]] and [[Pomson 6000]]. When the distance used in the formula is less than 512 units, the damage ramp is flattened. As a result, the maximum damage you can have is 125% for Rocket Launchers, and 120% for Stickybomb Launchers, Syringe Guns, Righteous Bison and Pomson (shown by the maroon offshoot in the graph). In short, these three weapons gain less extra damage from the distance modifier at close range, but still suffer from the same long-range damage penalty as the other weapons.
  
 
Conversely, the distance modifier for the [[Scout]]'s primary weapons (excluding the [[Shortstop]]) have an increased damage ramp at close range, maximising at 175% normal damage at point blank, but keep the same default damage ramp at ranges of 512 or greater.  
 
Conversely, the distance modifier for the [[Scout]]'s primary weapons (excluding the [[Shortstop]]) have an increased damage ramp at close range, maximising at 175% normal damage at point blank, but keep the same default damage ramp at ranges of 512 or greater.  
  
[[Stickybomb Launcher|Sticky bombs]] launched more than 5 seconds ago, [[Melee]] weapons, [[Flare Gun]]s, [[Grenade Launcher]]s (excluding the [[Loose Cannon]], which is subject to falloff), [[Sniper Rifle]]s, [[Huntsman|bows]] and [[Flying Guillotine]] are all treated as being at 512 units for this formula. [[Flamethrower]]s, [[Pomson 6000]] and [[Righteous Bison]], however, are affected by their own separately calculated modifier based on projectile lifetime.
+
[[Stickybomb Launcher|Sticky bombs]] launched more than 5 seconds ago, [[Melee]] weapons, [[Flare Gun]]s, [[Grenade Launcher]]s (excluding the [[Loose Cannon]], which is subject to falloff), [[Sniper Rifle]]s, [[Huntsman|bows]] and [[Flying Guillotine]] are all treated as being at 512 units for this formula. [[Flamethrower]]s, however, are affected by their own separately calculated modifier based on projectile lifetime.
  
 
Weapons that fire [[projectiles]], like the [[Rocket Launcher]] and [[Direct Hit]], apply the distance modifier to damage based on the distance between the attacker and the target at the moment the projectile hits a target. This means that the point from which the projectile was fired is irrelevant when considering damage dealt by that projectile; only the final position of the attacker and the target matter.
 
Weapons that fire [[projectiles]], like the [[Rocket Launcher]] and [[Direct Hit]], apply the distance modifier to damage based on the distance between the attacker and the target at the moment the projectile hits a target. This means that the point from which the projectile was fired is irrelevant when considering damage dealt by that projectile; only the final position of the attacker and the target matter.
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Critical hits and [[mini-crit]]s have two effects each.
 
Critical hits and [[mini-crit]]s have two effects each.
  
A critical hit adds damage equal to 2 times the base damage, while a mini-crit effectively multiplies the final damage by 1.35, whether the distance is capped or not.
+
A critical hit adds damage equal to 2 times the ''base'' damage, while a mini-crit adds 0.35 times the damage following falloff compensation.
  
 
Both critical hits and mini-crits check to see if the final distance is greater than 512: if it is, then any damage lost is offset by an equal increase in damage. The end result is that the weapon does not lose damage due to the distance modifier when the player is more than 512 units away; if the attack were not a crit or mini-crit, damage would continue to decrease out to 1024 units.
 
Both critical hits and mini-crits check to see if the final distance is greater than 512: if it is, then any damage lost is offset by an equal increase in damage. The end result is that the weapon does not lose damage due to the distance modifier when the player is more than 512 units away; if the attack were not a crit or mini-crit, damage would continue to decrease out to 1024 units.
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Each weapon has an associated type of damage that it deals. Some weapons can deal more than one damage type at once; for instance, the [[Cow Mangler 5000]]'s charged shot deals explosive damage as well as fire afterburn damage.
 
Each weapon has an associated type of damage that it deals. Some weapons can deal more than one damage type at once; for instance, the [[Cow Mangler 5000]]'s charged shot deals explosive damage as well as fire afterburn damage.
  
*'''Bullet''' damage is typically associated with [[hitscan]] weapons, though the damage caused by most projectile impacts is treated as such as well (such as syringes and arrows).
+
*'''Bullet''' damage is typically associated with [[hitscan]] weapons, though the damage caused by most projectile impacts is treated as such as well (such as syringes, arrows and energy beams, excluding the [[Cow Mangler 5000]]'s beam).
 
*'''Explosive''' damage is usually caused by explosive [[projectiles]]. Players killed via explosive damage will often [[gib]].
 
*'''Explosive''' damage is usually caused by explosive [[projectiles]]. Players killed via explosive damage will often [[gib]].
 
*'''Fire''' damage is caused by both flaming weaponry and the [[afterburn]] they induce.
 
*'''Fire''' damage is caused by both flaming weaponry and the [[afterburn]] they induce.
*'''Untyped''' damage is caused by the [[Righteous Bison]] and [[Pomson 6000]].
 
 
*'''Bleed''' damage is applied to players that are [[bleeding]].
 
*'''Bleed''' damage is applied to players that are [[bleeding]].
 
*'''Melee''' damage is dealt by [[melee]] weapons. Melee damage can destroy stickybombs and causes players to scream loudly on kill.
 
*'''Melee''' damage is dealt by [[melee]] weapons. Melee damage can destroy stickybombs and causes players to scream loudly on kill.

Revision as of 16:31, 8 July 2016

Wehhhhhh!
Pain is weakness leaving the body!
The Soldier

Damage in Team Fortress 2 is any event that reduces the health of a player or entity. Damage can be caused by weapons, fire, explosions, falling, bleeding, certain taunts, or by environmental sources such as trains, water, saw blades, the Horseless Headless Horsemann, MONOCULUS, Merasmus, and the Underworld.

Weapon damage

Weapon damage is calculated in the following manner:

(Base Damage) × (Distance and Randomness Modifier) × (Resistance/Vulnerability Modifiers) × (Splash Modifier)

Critical hits are calculated as:

(Base Damage) × (Splash Modifier) × [(Base Type Resistance/Vulnerability Modifiers) + (Positive Distance-Modifier + 2) × (Critical Resistance/Vulnerability Modifiers)]

Mini-crits are calculated as:

(Base Damage) × (Splash Modifier) × [(Base Type Resistance/Vulnerability Modifiers) + (Positive Distance-Modifier + 0.35) × (Critical Resistance/Vulnerability Modifiers)]

Base damage

The base damage of a weapon is a constant number that is fixed to a particular weapon. Damage does not depend on where on the target the attack hits, with the exception of weapons that critical hit on certain regions of the target.

Distance and randomness modifier

How damage is affected by distance.

The distance modifier is a number between 1.5 and 0.5 that sinusoidally decreases as the distance between the attacker and the target increases. The trough of the wave is at 1024 units, and all distances beyond 1024 are treated as 1024 for the purposes of damage calculation. In this formula, there is a random variation in the distance of ±102.5 units (shown in the graph around 512 units, as an example). This means that you may be treated as being up to 102.5 closer or farther than you actually are, for purposes of the formula. This is the 15% variation many players have heard of; it is not simply a 85–115% multiplier on the final damage.

The distance modifier is altered for Rocket Launchers, Stickybomb Launchers (when detonated within 5 seconds), Syringe Guns, Righteous Bison and Pomson 6000. When the distance used in the formula is less than 512 units, the damage ramp is flattened. As a result, the maximum damage you can have is 125% for Rocket Launchers, and 120% for Stickybomb Launchers, Syringe Guns, Righteous Bison and Pomson (shown by the maroon offshoot in the graph). In short, these three weapons gain less extra damage from the distance modifier at close range, but still suffer from the same long-range damage penalty as the other weapons.

Conversely, the distance modifier for the Scout's primary weapons (excluding the Shortstop) have an increased damage ramp at close range, maximising at 175% normal damage at point blank, but keep the same default damage ramp at ranges of 512 or greater.

Sticky bombs launched more than 5 seconds ago, Melee weapons, Flare Guns, Grenade Launchers (excluding the Loose Cannon, which is subject to falloff), Sniper Rifles, bows and Flying Guillotine are all treated as being at 512 units for this formula. Flamethrowers, however, are affected by their own separately calculated modifier based on projectile lifetime.

Weapons that fire projectiles, like the Rocket Launcher and Direct Hit, apply the distance modifier to damage based on the distance between the attacker and the target at the moment the projectile hits a target. This means that the point from which the projectile was fired is irrelevant when considering damage dealt by that projectile; only the final position of the attacker and the target matter.

Notes
  1. The final distance used in the formula cannot go above 1024 or below 0.
  2. On servers where random variation is disabled (with use of the server cvar "tf_damage_disablespread"), the effective distance used is 102.5 units less than the farthest possible random distance (that is, after being capped at 1024 units). This means that being farther than 921.5 units away is treated as being 921.5 units away; the normal cap is 1024, and 102.5 less than that is 921.5 units.
  3. The distance modifier is always 1.0 if the target is a building.
  4. A level 3 Sentry Gun's rockets are affected by the distance modifier based on the distance from the target to the Sentry Gun's owner.

Splash modifier

The splash modifier is a number used for explosive weapons that do not connect directly with the target. Valve has not released the official stats for the splash damage falloff yet.

Self-damage reduction

Explosive weapons may deal less damage to the user than to enemies, depending on the situation. See the individual weapon pages for more information.

Critical modifier

Main article: Critical hit

Critical hits and mini-crits have two effects each.

A critical hit adds damage equal to 2 times the base damage, while a mini-crit adds 0.35 times the damage following falloff compensation.

Both critical hits and mini-crits check to see if the final distance is greater than 512: if it is, then any damage lost is offset by an equal increase in damage. The end result is that the weapon does not lose damage due to the distance modifier when the player is more than 512 units away; if the attack were not a crit or mini-crit, damage would continue to decrease out to 1024 units.

The extra damage added on by critical hits and mini-crits - including that from rampup or offsetting falloff - is of the "critical" type instead of the weapon's standard type (e.g. bullet or explosive). This affects the calculation of damage resistances.

Note: A backstab deals 2 times the victim's current health, but, under normal conditions, it also always crits, increasing the damage to 6 times the victim's current health.

While active, the Battalion's Backup protects team members from critical hits and mini-crits, treating them as normal damage instead. The Vaccinator's protective shield blocks 100% of critical damage from attacks of the selected type.

Damage types

Each weapon has an associated type of damage that it deals. Some weapons can deal more than one damage type at once; for instance, the Cow Mangler 5000's charged shot deals explosive damage as well as fire afterburn damage.

  • Bullet damage is typically associated with hitscan weapons, though the damage caused by most projectile impacts is treated as such as well (such as syringes, arrows and energy beams, excluding the Cow Mangler 5000's beam).
  • Explosive damage is usually caused by explosive projectiles. Players killed via explosive damage will often gib.
  • Fire damage is caused by both flaming weaponry and the afterburn they induce.
  • Bleed damage is applied to players that are bleeding.
  • Melee damage is dealt by melee weapons. Melee damage can destroy stickybombs and causes players to scream loudly on kill.
  • Critical damage is caused by critical hits and mini-crits, playing distinctive sound effects and producing louder kill screams.
  • Fall damage is applied to players that hit the ground after too high and/or too fast a drop.
  • Crush damage results when a player has been sandwiched between two objects (such as between a closing door and the ground). Being killed by crush damage causes the screen to flash red.

Damage vulnerability, resistance, and blocking

A player may take a modified amount of damage due to certain items. These effects stack multiplicatively. "X% damage vulnerability" multiplies that kind of damage by 100% then adding X%, and "Y% damage resistance" multiplies that kind of damage by 100% then subtracting Y%; for example, the Chargin' Targe grants 30% explosive damage resistance, which means all incoming explosive damage is multiplied by 70%.

Because effects are stacked multiplicatively, combinations of effects result in a slightly different value than may be expected; for example, a Soldier with the Pain Train (10% bullet weakness) and an active Battalion's Backup (50% sentry resistance) has a combined resistance of 45% against Sentry bullets - as opposed to the 40% that would result from the effects being simply added together.

Some weapons imbue an effect which increases or decreases the damage received from certain types of weapons. These effects may either be applied as "on wearer" (having the item equipped in the loadout) or "while active" (actively wielding the item).

List of weapons with damage vulnerability and resistance
Secondary Bonk! Atomic Punch Pictogram info.png  While under the effects, immune to all damage.
Bonk! Atomic Punch
Melee Candy Cane Pictogram minus.png  +25% explosive damage vulnerability on wearer.
Candy Cane
Sun-on-a-Stick Pictogram plus.png  +25% fire damage resistance when active.
Sun-on-a-Stick
Secondary Battalion's Backup Pictogram info.png  While under the effects, +35% damage resistance, +50% Sentry Gun damage resistance, and immunity to critical hits to the Soldier and nearby teammates.
Battalion's Backup
Melee Pain Train Pictogram minus.png  +10% bullet damage vulnerability on wearer.
Pain Train
Primary Phlogistinator Pictogram info.png  While 'Mmmph' taunting, immune to all damage.
Phlogistinator
Secondary Detonator Pictogram minus.png  +50% explosion self-damage vulnerability on wearer.
Detonator
Melee Powerjack Pictogram minus.png  +20% damage vulnerability when active.
Powerjack
Secondary Chargin' Targe Pictogram plus.png  +50% fire damage resistance on wearer.
Pictogram plus.png  +30% explosive damage resistance on wearer.
Chargin' Targe
Splendid Screen Pictogram plus.png  +20% fire damage resistance on wearer.
Pictogram plus.png  +20% explosive damage resistance on wearer.
Splendid Screen
Tide Turner Pictogram plus.png  +15% fire damage resistance on wearer.
Pictogram plus.png  +15% explosive damage resistance on wearer.
Tide Turner
Melee Pain Train Pictogram minus.png  +10% bullet damage vulnerability on wearer.
Pain Train
Claidheamh Mòr Pictogram minus.png  +15% damage vulnerability when active.
Claidheamh Mòr
Primary Natascha Pictogram plus.png  +20% damage resistance when below 50% health and spun up.
Natascha
Brass Beast Pictogram plus.png  +20% damage resistance when below 50% health and spun up.
Brass Beast
Secondary Buffalo Steak Sandvich Pictogram minus.png  While under the effects, +20% damage vulnerability.
Buffalo Steak Sandvich
Melee Warrior's Spirit Pictogram minus.png  +30% damage vulnerability when active.
Warrior's Spirit
Fists of Steel Pictogram plus.png  +40% damage resistance from ranged sources while active.
Pictogram minus.png  +100% damage vulnerability from melee sources while active.
Fists of Steel
Melee Southern Hospitality Pictogram minus.png  +20% fire damage vulnerability on wearer.
Southern Hospitality
Secondary Vaccinator Pictogram info.png  While healing, +10% resistance to the selected damage type to the Medic and his patient.
Pictogram info.png  ÜberCharge provides +75% resistance and full crit resistance to the selected damage type to the Medic and his patient.
Vaccinator
Secondary Darwin's Danger Shield Pictogram plus.png  +50% fire damage resistance on wearer.
Pictogram plus.png  Grants full immunity to the effects of afterburn.
Darwin's Danger Shield
Melee Bushwacka Pictogram minus.png  20% damage vulnerability when active.
Bushwacka
Melee Spy-cicle Pictogram plus.png  On hit by fire, immune to fire damage for 1 second and immune to afterburn for 10 seconds.
Spy-cicle
PDA 2 Invis Watch Enthusiast's Timepiece Pictogram info.png  While cloaked, +20% damage resistance.
Invis Watch Enthusiast's Timepiece
Quäckenbirdt Cloak and Dagger
Quäckenbirdt Cloak and Dagger
Dead Ringer Pictogram info.png  When being damaged (activating Dead Ringer), blocks 75% of incoming damage and gives afterburn immunity for 3 seconds.
Pictogram info.png  After Dead Ringer has been activated, +65% damage resistance on wearer which fades to 20% in 3 seconds.
Dead Ringer

Update history

September 28, 2007 Patch

December 17, 2010 Patch

  • [Undocumented] Melee weapons no longer deal bullet damage.

February 14, 2011 Patch

  • [Undocumented] Melee weapons no longer count as bullet weapons when accounting for damage vulnerabilities.

See also