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Damage per second for UT99 and Unreal weapons
Posted: Sun Mar 08, 2020 5:07 pm
by dot
Measured by mutator:
viewtopic.php?t=13019
Measured on Titan and Brute.
- scr_1585085965.png (11.23 KiB) Viewed 2076 times
as text:
Code: Select all
UT Unreal
normal alt head/combo normal alt head/combo
1 chainsaw 108-114 99-132 disp lvl1 blue 66 33-50
hammer 36-54 30-40 disp lvl2 yellow 96-103 20-40
disp lvl3 green 120-132 24-48
disp lvl4 orange 98-114 26-53
disp lvl5 red 134-156 30-60
2 enforcer 65-70 90-95 automag 65-85 85-100
double 135-140 185-190 double 85-140 120-200
3 bio 225-235 132-154 stinger 113-117 84-105
quadshot 55-67 33-50
4 shock 72-84 150-170 135-160 shock 72-83 160-182 210-230
5 pulse 180 115 eightball 70-88 84
healgun 312
6 ripper 126-135 71-81 439-471 flak 153-192 249
xidiacarrifle 180-190 114-152 370-380
7 minigun 135 255 razorjack 99-108 99-108 345-376
8 flak 268 225-270 bio 215-225
9 rl 134 120 sniper 120-134 270-300
0 sniper 107-120 240-270 minigun 110 225
Re: Damage per second for UT99 and Unreal weapons
Posted: Sun Mar 08, 2020 7:09 pm
by OjitroC
Interesting results - shows the value of UT's pulse rifle for example. One curious result though is the damage range for the Unreal Disperion Pistol's 'orange' projectile - this is odd as the damage of that projectile is 55 as opposed for the level 3 green projectile which deals 40 damage - however the orange projectile's damage range is lower than that of the green projectile.
Re: Damage per second for UT99 and Unreal weapons
Posted: Sun Mar 08, 2020 7:34 pm
by dot
Nothing odd: damage bigger but speed slower. So DPS is lower.
Also I need mention: I reduce special ability for Brute and Titan resist explosives to zero. So it is pure damage. By default both have 0.3 protection for explosives and Titan invulnerable for alt fire of both shock rifles.
Also about pulse: alternate fire can give more if you change distance. It is hack, described here:
https://unreal.fandom.com/wiki/Pulse_Gun
The "Saw" Effect
The beam is divided into 10 segments of 81uu length. Each of them does a fixed damage of 10 health on first contact with the player. So if you move towards an opponent and back away from him you are doing a bit more damage than usually. (imagine you got a saw in your hands, which you have to move forward and back all the time)
Note that the segments 'forget' their last target as soon as you switch to another segment, so the 10 damage on 1st contact always refreshes. That`s why the best method is to switch fast between 2 segments, but you'd have to know the exact segment borders which are difficult to see. But theoretically you could do an insane amount of damage with this method.
In table value for statically burn from one distance without any hack.
Re: Damage per second for UT99 and Unreal weapons
Posted: Sun Mar 08, 2020 8:20 pm
by OjitroC
dot wrote: ↑Sun Mar 08, 2020 7:34 pm
Nothing odd: damage bigger but speed slower. So DPS is lower.
I see - that's in the code is it, as the default speed is the same?
dot wrote: ↑Sun Mar 08, 2020 7:34 pm
Also I need mention: I reduce special ability for Brute and Titan resist explosives to zero. So it is pure damage. By default both have 0.3 protection for explosives
I've often wondered if that reduced damage actually works as the damage type which is reduced is 'exploded' and the damagetype of UT rockets, for example, is 'rocketdeath' - so is that in the code of a projectile or a weapon? Which projectiles or weapons actually have an exploded damagetype?
Re: Damage per second for UT99 and Unreal weapons
Posted: Sun Mar 08, 2020 9:40 pm
by dot
I did not look at the code. Purely visual, in rhythm, it shoots much less often.
It definitely works. I do not know what belongs to the 'exploded' type of damage, but shooting from the Dispersion Pistol gives less damage if there is resist to the 'exploded' by default.
Upd:
I do not know how Weapons works inside but I notice some cases with different numbers, depends on level:
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function PlayFiring()
{
AmmoType.GoToState('Idle2');
Owner.PlaySound(AltFireSound, SLOT_None, 1.8*Pawn(Owner).SoundDampening,,,1.2);
if ( PlayerPawn(Owner) != None )
PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
if (PowerLevel==0)
PlayAnim('Shoot1',0.4,0.2);
else if (PowerLevel==1)
PlayAnim('Shoot2',0.3,0.2);
else if (PowerLevel==2)
PlayAnim('Shoot3',0.2, 0.2);
else if (PowerLevel==3)
PlayAnim('Shoot4',0.1,0.2);
else if (PowerLevel==4)
PlayAnim('Shoot5',0.1,0.2);
}
Each animation have 3 frame:
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#exec MESH SEQUENCE MESH=DPistol SEQ=Shoot1 STARTFRAME=11 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistol SEQ=Shoot2 STARTFRAME=41 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistol SEQ=Shoot3 STARTFRAME=71 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistol SEQ=Shoot4 STARTFRAME=101 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistol SEQ=Shoot5 STARTFRAME=131 NUMFRAMES=3
PowerLevel 3 is slower PowerLevel 2 in two times. Obviously damage increased not in 2 times.
According to:
https://www.unrealsp.org/viewtopic.php?f=2&t=2778
40 -> 55. So it make weapon deal less DPS.
Re: Damage per second for UT99 and Unreal weapons
Posted: Sun Mar 08, 2020 11:40 pm
by OjitroC
That's very interesting and informative
dot wrote: ↑Sun Mar 08, 2020 9:40 pm
I do not know what belongs to the 'exploded' type of damage, but shooting from the Dispersion Pistol gives less damage if there is resist to the 'exploded' by default.
It looks to me if the 'exploded' damagetype is in the code for the DP projectiles rather than in the default properties.
Re: Damage per second for UT99 and Unreal weapons
Posted: Mon Mar 09, 2020 3:14 am
by dot
exploded:
- FlakShell - flak alt fire
- CannonBolt extends KraalBolt;
- WarlordRocket
- PeaceRocket - Redeemer rocket (?)
- BruteProjectile
- DispersionAmmo - primary and alt fire
- rocket - for EightBall (maybe not only)
- Plasma
- Grenade - for EightBall (maybe not only)
- Flare
- VRocketPack expands RocketPack; for volatile mutator
- if Decoration landed on ground after fall
- some code in Trigger for Decoration extends Actor
strictly speaking any damage which ended with Default.ExplodeMessage sended with 'exploded' label.
You can search word 'exploded' (with single quotes and case-sensitive) in your UT System directory.
After that view found .u files as text and search 'exploded' over it for find usage in unreal script.
Re: Damage per second for UT99 and Unreal weapons
Posted: Wed Mar 11, 2020 4:59 pm
by noccer
What about pulse gun. It´s alternate fire seems to be "variable" caused by server´s tick rate.
However, thanks for that information <3