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AOE Update

BDCarrillo edited this page Dec 18, 2021 · 27 revisions

Background

The legacy system of radiant, explosive, and detonation having some overlapping data and confusing options has led to a rewrite of AOE damage. Keen explosions are no longer called, drastically increasing performance.

AOE & Detonation: Concepts

Definitions:

AOE/Area of Effect- damage that is applied until the primary damage pool depletes (in other words, until the main projectile dies)

Detonation- an AOE effect that only occurs once at end of projectile life

Comparisons to Previous System

Some legacy area damage types or detonation events called a Keen missile explosion method. This Keen method generated 10 shrapnel, at a random vector, that flew at 100 m/s for up 1km and did a paltry 10 damage.

AOE Settings

Damage: (damage)

Baseline damage. This will be multiplied by various scales such as global damage, area damage modifiers, block integrity modifiers, etc.

Radius: (meters)

Maximum distance from impact point, in meters, that damage can be applied.

Falloff:

Options to control how damage is applied based upon distance from impact point.

NoFallOff - applies the same damage to all blocks in radius

Linear - drops evenly by distance from center out to max radius

Curve - drops off damage sharply as it approaches the max radius

InvCurve - drops off sharply from the middle and tapers to max radius

Spall - does little damage to the middle, but rapidly increases damage toward max radius

Pooled - each hit decreases the pool by the damage done, enforcing an upper limit

Legacy - do not use for new weapon configs, this is an internal catch for older weapon configs

Max Absorb: optional (damage)

A soft cutoff that interrupts damage done, similar to pool, that can be applied to any falloff selection.

Max Depth: optional (meters)

Maximum depth to apply damage into the grid that was hit, along direction of hit. Defaults to radius. Setting a high radius with a low depth would generate a "pancake" shaped hit on the surface of the target.

AOE Shield Interactions

Damage calculation:

AOE damage versus shields is calculated by multiplying the damage by the radius and by the falloff averages listed below.

NoFalloff: 1

Linear: 0.55

Curve: 0.81

InvCurve: 0.39

Spall: 0.22

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