I've tried changing the missile_damage_speed_power in the module.ini file. I can't find the correlation between this value, and the damage caused by ranged weapons.
At 1.0, it seems ranged weapons do a wider variety of damage, between 0 and the stated damage for the weapon. Range seems to have no effect--I can do high or low damage both at close range and far away.
At 2.0, I tend to do more damage, but still get some low-damage hits.
Anything higher than 2.0 seems to make no difference, giving about the same results as 2.0.
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The percentage adjustment for speed on melee hits is, conveniently, capable of being displayed on your screen. But I can't find any such simple mathematical correlation for missile damage. How is the "speed" of a missile calculated? How does this number modify the damage? What is the formula? Is there a damage "cap" for ranged weapons?
Thanks
--Mydienon
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EDIT: For anyone else interested in damage calculations, this information is paraphrased from Armagan in another thread, http://forums.taleworlds.com/index.php/topic,26790.msg670028.html#msg670028:
Reduced_damage =base_damage - (armor * armor_soak_factor)
Final damage = Reduced_damage * (1 - (armor/100 * armor_reduction_factor))
So, if hit with 20 blunt damage against an armor value of 40, and with the following settings:
armor_soak_factor_against_blunt = 0.25
armor_reduction_factor_against_blunt = 0.65
Reduced_damage =base_damage - (armor * 0.25) = 20 - 40*0.25 = 10
Final damage = Reduced_damage * (1 - (armor/100 * 0.65)) = 10 * (1-(40/100)*0.65) = 7.4
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Regrettably, this does not explain how speed affects the initial damage...
At 1.0, it seems ranged weapons do a wider variety of damage, between 0 and the stated damage for the weapon. Range seems to have no effect--I can do high or low damage both at close range and far away.
At 2.0, I tend to do more damage, but still get some low-damage hits.
Anything higher than 2.0 seems to make no difference, giving about the same results as 2.0.
------
The percentage adjustment for speed on melee hits is, conveniently, capable of being displayed on your screen. But I can't find any such simple mathematical correlation for missile damage. How is the "speed" of a missile calculated? How does this number modify the damage? What is the formula? Is there a damage "cap" for ranged weapons?
Thanks
--Mydienon
------
EDIT: For anyone else interested in damage calculations, this information is paraphrased from Armagan in another thread, http://forums.taleworlds.com/index.php/topic,26790.msg670028.html#msg670028:
Reduced_damage =base_damage - (armor * armor_soak_factor)
Final damage = Reduced_damage * (1 - (armor/100 * armor_reduction_factor))
So, if hit with 20 blunt damage against an armor value of 40, and with the following settings:
armor_soak_factor_against_blunt = 0.25
armor_reduction_factor_against_blunt = 0.65
Reduced_damage =base_damage - (armor * 0.25) = 20 - 40*0.25 = 10
Final damage = Reduced_damage * (1 - (armor/100 * 0.65)) = 10 * (1-(40/100)*0.65) = 7.4
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Regrettably, this does not explain how speed affects the initial damage...
