Accuracy/damage stats brainstorming
A list of things the accuracy/damage system should eventually handle:
-
one shot, one event - shotgun currently handles bullets separately, wasting bandwidth - #1865 -
cap "fired" (not "dealt") damage at min(player max achievable hitpoints, max(direct hit, indirect/explosion damage))
- e.g. a weapon where direct hit does e.g. 10000 dmg but explosion only e.g. 150
- doing full 150 for indirect should not be 100% but should not be drowned by the 10000 either
- this way one direct hit and one miss should give closer to 50%
- e.g. a weapon where direct hit does e.g. 10000 dmg but explosion only e.g. 150
-
targets that neither add nor remove accuracy - #754 -
counting both dealt damage and accuracy above 100% - hitscan through multiple people, rockets into crowds, etc. - maybe optionally cap at 100%? - per shot or only cap the total?
- honestyl, i don't think reaching above 100% will be common so it won't look bogus
-
nades
Basically, the goal is that the damage percentage is counted as (damage dealt to the player / maximum damage that could have been dealt to that player * 100%
) - this is counted for each player that was hit in the attack and the resulting damage percentage is the sum of those numbers - so hitting more enemies means you get rewarded more. This should also correctly handle hitting players with and without shield in the same attack - against shield the damage you could have done is lower so it doesn't reduce your overall damage percentage.
Edited by Martin Taibr