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roykingtree

SA - Dynamic Damage

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If they would use a ballistic calculator based on real-world numbers, then a lot of these issues would fix themselves.

Impact energy is based off of 1/2MV^2

Damage to target should be based off of Energy x ETR (Energy Transfer rate) x LDM (Location Damage Multiplier)

ETR is based off of how fast a bullet's energy is transfered to a body (formula needed). Hollowpoints do more ETR since their cross-section is greater.

LDM is based off of how damage affects a body's location (formula needed). A headshot transfers a greater proportion of damage than a leg shot.

Bullet drop, time of flight, impact velocity, and bullet drift are all part of real-world calculations.

So the only thing that has to be created by the devs is the ETR & LDM formulas. Once that is done, weapon & ammo combinations along with bullet travel and damage are easily calculated & tweaked.

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If they would use a ballistic calculator based on real-world numbers, then a lot of these issues would fix themselves.

Impact energy is based off of 1/2MV^2

Damage to target should be based off of Energy x ETR (Energy Transfer rate) x LDM (Location Damage Multiplier)

ETR is based off of how fast a bullet's energy is transfered to a body (formula needed). Hollowpoints do more ETR since their cross-section is greater.

LDM is based off of how damage affects a body's location (formula needed). A headshot transfers a greater proportion of damage than a leg shot.

Bullet drop, time of flight, impact velocity, and bullet drift are all part of real-world calculations.

So the only thing that has to be created by the devs is the ETR & LDM formulas. Once that is done, weapon & ammo combinations along with bullet travel and damage are easily calculated & tweaked.

Does ETR take into account bullet fragmentation and material?

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Does ETR take into account bullet fragmentation and material?

Yes!!!

ETR will go up for a hollowpoint/fragmented round, but be severely diminished by armor.

Armor piercing rounds will have a lower ETR (compared to a hollowpoint) but be less affected by armor.

It would be up to the DEVs to come up with the ETR & LDM formulas, but it would allow for a realistic ballistic model.

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Perhaps "damage" should be separated into two categories:

-shock

-lethal

However I don't trust... well, anyone to come up with a perfect formula. Every time someone tries to turn figures into some kind of rating system via formula it becomes horribly biased and inadequate since they adjust it to suit what they "think" is right.

On the other hand there's not any alternative except simply picking damage numbers out of thin air.

I guess if in thirty years someone has a supercomputer model the entire human body down to the individual cells then it might be somewhat more valid.

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I just like the idea of players and zombies limping after getting shot in the leg (ie left leg --> left limp, right leg --> right limp). Also the blowing peoples legs off was pretty cool I thought.

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I just like the idea of players and zombies limping after getting shot in the leg (ie left leg --> left limp, right leg --> right limp). Also the blowing peoples legs off was pretty cool I thought.

I like it. You can see more thought has been put into it. There are more possibilities than just "leg okay - leg broken".

Like I said before, I wish ArmA III was like this. :(

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Old news-Posted before.

Use the search feature sometimes bud.

Sure thing, just please don't call me "bud".

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VBS team is pretty daam impressive.

I would really hope alot of the innovations from VBS make themselves into Dayz and Arma 3.

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Actually don't use the search feature bud. It's useless. I typed some of the tags I have created, I found nothing and when I added something to it, it found 3 pages of irrelevant topics :thumbsup:

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