Thread:Hawkybird/@comment-30128802-20201016024941/@comment-28623151-20201016044943

Yeah so explosives in general (plasma being explosive in this case) are weird with their damage.

Each explosion actually does damage 5 times with differing radiuses, most obvious with TNT.

The damage done by each explosion is doubled, then divided by 5. So (8 * 2) / 5 = 3.2.

The explosion radius is also divided by 5 and then multiplied by the stage of the explosion. So (300 / 5) * 1 to 5 = 60, 120, 160, 240, 300.

Then you measure the size of the vector from where the explosion occurred to the location of the thing taking damage, with a minimum value of 1. Then minus the damagee's collision radius from the vector length (in the case of a UNATCO troop and most humans, it's 20), then divide it by the previously calculated explosion radius.

Let's say the vector length is 32 (just making it up, but my testing with headshots was about 37 to 42), 32 - 20 = 12. 12 / 60, 120, 160, 240, 300 = 0.2, 0.1, 0.075, 0.05, 0.04. With a minimum value of 0.

Those values are then minused from 1 to get a damage scale. The damage the damagee takes is then multiplied by this damage scale to get the final damage. So the scales for those numbers would be 1 - 0.2, 0.1, 0.075, 0.05, 0.04 = 0.8, 0.9, 0.925, 0.95, 0.96.

So for these numbers the damage would be 3.2 * 0.8, 0.9, 0.925, 0.95, 0.96 = 2.56, 2.88, 2.96, 3.04, 3.07. But then they're converted to integers so it's actually 2, 2, 2, 3, 3.

When I tested these numbers they were more like 2, 3, 3, 3, 3. So 14 damage total. Then there's all the multipliers the pawn gets, like being stunned and being behind them, but I'll assume those two won't apply. But the multipliers for locational damage at least double that damage, so all torso damage would be 28 damage. And if each one counted as a headshot that'd be octupled for 112 damage, more than the UNATCO troop's health of 100.

Each blast happens after 0.05 seconds so the target can still be moving which can affect locational damage and blast radius. Along with this locational damage for explosions is just weird. I'm not going to try calculating it but I'll just say that I wouldn't be surprised if a headshot wasn't a headshot or if a torso shot counted as one, especially with how headshots are calculated for normal weapons, see: https://steamcommunity.com/games/dx-revision/announcements/detail/1722000388004993698 for details.

12% health could've been from your damage "rolls" being 2, 2, 2, 2, 3, and all *8 headshots. 20% similarly from 2, 2, 2, 2, 2 headshots.

Sorry for how long this got but again, the damage numbers for explosions are half fake and not as simple as they seem. It's probably the reason why the 150 damage 20mm HE ammo can fail to break doors.

Also don't forget that the targeting aug can affect weapon damage, if testing.