Magic Weapon Info

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DW_BrainPan
DW Clan Member
Posts: 647
Joined: Thu May 31, 2007 11:00 pm

This info comes from the [url=http://]Disastrous Consequences[/url] site.
Seems to be a typo in their example for the vorpal. It must either have 0.5% chance per plus or a +10 has a 10% chance of vorping (you decide)

Damage
Range: -4 to 4
10% more/less damage per plus/minus
A weapon with no text, only a +/- rating (e.g. "Rocket Launcher +3" which does 30% more damage than a plain Rocket Launcher)

Draining
Range: -2 to -1
3% less damage per minus
This weapon drains adrenaline from you equal to 2% of the damage caused by it times the modifier.

Energy
Range: 1 to 3
3% more damage per plus
Each + gives you adrenaline equal to 2% of the damage caused by it.

Force
Range: 1 to 5
4% more damage per plus
Each + makes projectiles shot by this weapon 20% faster.

Freezing
Range: 3 to 6
5% more damage per plus
Slows the target down. Each + slows the target down for an additional second. And yes, you can freeze yourself.
NOTE: Freezing weapons do not affect the flag bearer in CTF games, nor do they affect the ball carrier in bombing run games.

Harm
Range: -3 to -1
1% less damage per minus
Each minus deals an additional 1% damage to you.

Healing
Range: 1 to 3
1% more damage per plus
(Max Healing is Base Health +50)
This weapon heals teammates (including pets and yourself in the case of splash weapons such as the bio rifle). A message is displayed showing you who has healed you. You can now also gain 10% experience for healing others. You do not gain exp for healing yourself, for healing self-damage (e.g. if Arcadun hits himself with his own flak, you can heal him but you do not gain exp for healing that portion of the damage), or for healing damage done by rage weapons.

Infinity
Range: -2 to 4
5% more/less damage per plus/minus
This weapon has infinite ammo.

Knockback
Range: 2 to 6
3% more damage per plus
The attributes of this weapon type are harder to express due to it's complexity. At a high level, the more damage you do, the further back your opponent will be pushed, and the more often you can repeat the knockback.
NOTE: Knockback weapons do not affect the flag bearer in CTF games, nor do they affect the ball carrier in bombing run games.

Luck
Range: 2 to 7
3% more damage per plus
While holding this weapon, fortune smiles upon you. Useful pickups seem to materialize out of thin air in front of you!

Medic Weapon of Infinity
6% more damage total
This weapon heals teammates (and yourself if it does splash damage). NOTE: This weapon is only available to Medics.

Null Entropy
Range: 1 to 6
5% more damage per plus
Stops the target dead in it's tracks for a split second. Each + makes the rapidness at which you can repeat the Null Entropy quicker. You can Null Entropy yourself.
NOTE: Null Entropy weapons do not affect the flag bearer in CTF games, nor do they affect the ball carrier in bombing run games.

Penetrating
Range: -2 to 4
5% more/less damage per plus/minus
Shots fired by this weapon go through any players they hit (like the zoom instagib beam does). NOTE: This does not apply to monsters, only to human players.

Piercing
Range: -2 to 6
5% more/less damage per plus/minus
Damage from this weapon ignores damage reduction.

Poison
Range: 1 to 4
2% more damage per plus
This weapon poisons those hit with it, causing additional damage to them over time.

Protection
Range: 1 to 4
1% more damage per plus
Each + reduces the amount of damage you take by 10% and deals an additional 1% damage. In addition, if you are hit for lethal damage (i.e., you take more damage than you have health), this weapon will reduce you to 1 health instead (NOTE: this only applies to the first lethal hit you take. After that, you're on your own.).

Quickfoot
Range: 1 to 5
5% more damage per plus
Each + adds a 5% quicker walk.

Rage
Range: 6 to 10
10% more damage per plus
This weapon deals a lot of damage, but also hurts you in the process. 10% of the damage you deal hits you as well (NOTE: This self-inflicted damage will not drop you below 70 health).

Reflection
Range: 1 to 7
3% more damage per plus
This weapon has a chance to reflect damage dealt to you by energy weapons (such as Skaarj energy). Each + increases your chance of reflecting the damage.

Slowfoot
Range: -5 to -1
5% less damage per minus
Each - adds a 5% slower walk.

Slow Motion
Range: -5 to -1
4% less damage per minus
Each - shoots the ammo more slowly.

Sturdy
Range: -1 to 4
4% more/less damage per plus/minus
Enemy fire can't push you around while holding this weapon.

Vampiric
Range: 3 to 7
3% more damage per plus
(Max Vampire is Base Health +50)
Each + is equal to 75% of that level of the vampire skill (e.g. a Vampiric Bio Rifle 5 does 75% of Vampire level 5.

Vorpal
Range: 6 to 10
10% more damage per plus
Each + adds 1% chance to instagib (Vorpal Shock Rifle +10 has 5% chance to instagib). You'll know when it instagibs, it'll make neat noises. Be careful, you can instagib yourself if you shoot it and it reflects back at you (because of a wall, a shield, etc.).
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WHIPperSNAPper
1337 Haxor
Posts: 203
Joined: Wed Jul 25, 2007 11:00 pm

Great work Brain.

However, you have to wonder what part of Disastrous Consequence's description of the Vorpal weapons is incorrect? The part about 1% per + or 5% for a +10 shock rifle (which should be 10% or which implies that the damage is 0.5% per plus). 5% seems too low to me, so I would guess that it's really 1% per +.

I guess a 10% chance of an instagib with every Vorpal shot wouldn't be so bad, but before I'd read this I'd figured it had to be higher. It would be nice if the mod offered up a message, such as "Vorpal Kill!" every time you hit with one of the Instagib shots.
DW_Snaggle
DW Clan Member
Posts: 381
Joined: Fri Mar 24, 2006 12:00 am

WHIPperSNAPper wrote:However, you have to wonder what part of Disastrous Consequence's description of the Vorpal weapons is incorrect? The part about 1% per + or 5% for a +10 shock rifle (which should be 10% or which implies that the damage is 0.5% per plus). 5% seems too low to me, so I would guess that it's really 1% per +.
Don't forget that the Vorpal starts at +6 and goes to +10 (a range of 5). Why? I have no idea. It's just the way it's set up. Strange but true.

And here's how a Vorpal hit is determined to be an insta-kill:
Chance = Modifier - MinModifier;
if (Chance >= Rand(99)) Kill(victim);

So Chance has a range of 0-4 and the Rand(99) has a range of 0-99. There's your 5%.

I'm not sure how good the PRNG is in UT but I would hope it is fairly non-congruential. Though with the number of sequential Vorpals I hear I'm guessing it isn't so great.

Here's a good laugh for the mathematical types out there:
http://www.amazon.com/gp/product/custom ... merReviews
I guess a 10% chance of an instagib with every Vorpal shot wouldn't be so bad, but before I'd read this I'd figured it had to be higher. It would be nice if the mod offered up a message, such as "Vorpal Kill!" every time you hit with one of the Instagib shots.
You do hear a loud 'Rocket Explosion' sound when a Vorpal 'hits'. Kind of like a turret firing. You can also hear other people's Vorpals but a lot less loud. You should also see a bit of an explosion on your screen when it 'hits'.

Snaggle.
Kabuki
Killer in Training
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You're my hero Brain.
DW_BrainPan
DW Clan Member
Posts: 647
Joined: Thu May 31, 2007 11:00 pm

Snaggle wrote:And here's how a Vorpal hit is determined to be an insta-kill:
Chance = Modifier - MinModifier;
if (Chance >= Rand(99)) Kill(victim);

So Chance has a range of 0-4 and the Rand(99) has a range of 0-99. There's your 5%.
So according to this formula the standard vorp (not increased by an adren master) has between a 1% and 5% chance of vorping? (i.e. +6=1%,+7=2%,etc.) Makes sense by your explanation Snaggle, but their description is misleading (when they say each plus adds 1% you assume +6 -> 6 pluses -> 6%).

They should just say it has 1 to 5% chance of vorping depending on the plus, correct?

Or that it starts at a 1% chance for a +6 and increases by 1% for each additional plus (to account for those adren master modified beauties).


AND..... now what am I to assume about the damage it does?

Does a +10 do 100% more damage or 50% more damage???
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4013 is only a FAD
And 2989? Well that's just BAD
DW_Snaggle
DW Clan Member
Posts: 381
Joined: Fri Mar 24, 2006 12:00 am

BrainPan wrote:So according to this formula the standard vorp (not increased by an adren master) has between a 1% and 5% chance of vorping? (i.e. +6=1%,+7=2%,etc.) Makes sense by your explanation Snaggle, but their description is misleading (when they say each plus adds 1% you assume +6 -> 6 pluses -> 6%).
Yeah, a little misleading to say the least.
They should just say it has 1 to 5% chance of vorping depending on the plus, correct?

Or that it starts at a 1% chance for a +6 and increases by 1% for each additional plus (to account for those adren master modified beauties).
That would indeed be more precise.
AND..... now what am I to assume about the damage it does?

Does a +10 do 100% more damage or 50% more damage???
Heh! Well, assuming Wraith hasn't played with the Vorpal's 'DamageBonus' (a *really* bad name for this attribute!) the additional damage performed by a Vorpal is directly associated with the 'plus number' and adds 10% times the number. That is, a +6 imparts 60% extra damage. A +10 would give 100% extra and a +22 would give an extra 220%. Note, those are EXTRA values above the normal damage done by the weapon. Here's how the total damage imparted by the wapon is calculated:

Code: Select all

TotalDamage = Damage * (1.0 + (DamageBonus * Modifier))
in our case DamageBonus = 0.1 (providing Wraith hasn't changed it).

BTW, this is only for Vorpal. Other weapon modifiers can (& will) behave differently.

Hope this makes things a little clearer.

Snaggle.
DW_BrainPan
DW Clan Member
Posts: 647
Joined: Thu May 31, 2007 11:00 pm

Yes,
Thanks a lot Snaggle. Much clearer.

Plug a +10 into that equation and you quickly get to TotalDamage = Damage * 2 (a 100% increase)

If only the English language was as clear and precise as a math equation.
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There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
Snb13
Posts: 5
Joined: Mon Jan 14, 2008 12:00 am

Also as I just learned and was told vorpal will teleport lucifer.
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