Explosions: Difference between revisions

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{{As Of Patch|2.0.200.86}}
{{Missing info|This page describes previous logic used for explosive effects. The explosion logic in game was significantly changed in patch 2.0.201.25. There may be changes to the logic described below. Additional investigation is needed}}
Explosive damage is a damaging method that forces creatures and objects within the blast to be forcefully moved by a force, as well as being damaged by a fraction of that force. Each projectile deals Force/250 damage, with bonus damage added on depending on the weapon{{Code Reference|class=Physics|method=ApplyExplosion}}. This explosion can spread across zones, and can damage and kill off screen creatures.
'''Explosions''' are a type of damaging phenomenon caused by {{Favilink|high explosive grenade|plural}} among other weapons, as well as certain other things such as {{Favilink id|Space-Time Vortex|plural}}. Creatures and other things caught within an explosion are forcefully pushed in addition to being damaged proportional to the force of the explosion. Explosions can cross zone boundaries and damage things outside the zone where they originated.


The initial force and damage will only apply to the epicenter; as the explosion travels, the force will decrease depending on the number of adjacent cells and the total weight of the object that was already hit. The explosion cannot spread to cells it has already hit in the same explosion. The cell calls this specific formula; that cell then spawns cells with weaker force that will call it again, repeating recursively until the force tapers out at 100 or lower:
== Calculating Damage and Force ==
Each explosion has a certain initial force, which can be conceived of as a positive whole number. This force applies to the epicenter of the explosion and lessens as it spreads out into adjacent tiles and as it strikes objects. Heavier objects absorb more of the force, lessening it proportional to their weight. Each cell is hit at most once in the same explosion.


The amount of force felt in a given cell hit by an explosion can be expressed using the following formula:


<center><math alt="Force equals current force minus total weight of objects hit divided by number of adjacent cells">\text{Force} = \frac{\text{CurrentForce} - \text{TotalWeightOfObjectsHit}}{\text{NumAdjecentCells}}</math></center>
<center><math alt="Force equals current force minus total weight of objects hit divided by number of adjacent cells">\text{Force} = \frac{\text{CurrentForce} - \text{TotalWeightOfObjectsHit}}{\text{NumAdjecentCells}}</math></center>


This calculation is repeated with weaker and weaker force in each later cell until the explosion tapers out at 100 force or lower.


If this force is greater than the target's weight and bonus from anchoring, the target will be forcefully pushed a random direction. Explosions happen from the center outwards, so if a creature is within the center of the blast, they will be continue to be pushed away until the explosion ends. The damage calculation only happens once.
A thing hit by an explosion takes an amount of damage equal to the force with which it was hit divided by 250, plus an amount of damage depending on the source of the explosion.{{Code Reference|class=Physics|method=ApplyExplosion}} If this force is greater than its weight, it is also pushed. (This can be countered by {{Favilink|anchor spikes}}.) Although the same object can be pushed more than once by the same explosion, it can only be damaged by it once.


==List of Explosive Weapons ==
==List of Explosive Weapons ==
{|class="wikitable"
{|class="wikitable"
!Weapon
! Weapon
!Initial Force
! Type
!Initial Explosive Damage
! Initial Force
! Initial Explosive Damage
|-
|-
| {{Favilink|boomrose arrow}}
| {{Favilink|boomrose arrow}}
| Explosive
| 1200
| 1200
| {{heart}}{{dice tooltip|4+1d6}}(+1d2 from collision)
| {{heart}}{{dice tooltip|4+1d6}}(+1d2 from collision)
|-
|-
| {{favilink|Missile Launcher}} from a {{favilink|rocket turret}}
| {{favilink|Missile Launcher}} from a {{favilink|rocket turret}}
| Explosive
| 5000
| 5000
| {{heart}}{{dice tooltip|20+4d8}} (+1d6 from collision)
| {{heart}}{{dice tooltip|20+4d8}} (+1d6 from collision)
|-
|-
| {{favilink|mortar tube}} from a {{favilink|traipsing mortar}}
| {{favilink|mortar tube}} from a {{favilink|traipsing mortar}}
| Explosive
| 2000
| 2000
| {{heart}}{{dice tooltip|8+2d6}} (+1d3 from collision)
| {{heart}}{{dice tooltip|8+2d6}} (+1d3 from collision)
|-
|-
| {{favilink|swarm rack}} from a {{favilink|chrome pyramid}}
| {{favilink|swarm rack}} from a {{favilink|chrome pyramid}}
| Explosive
| 2000
| 2000
| {{heart}}{{dice tooltip|8+6d6}} (+3d6 from collision)
| {{heart}}{{dice tooltip|8+6d6}} (+3d6 from collision)
|-
|-
| {{Favilink|sower's seed}}
| {{Favilink|sower's seed}}
| Explosive
| 2000
| 2000
| {{heart}}{{dice tooltip|8+2d6}}
| {{heart}}{{dice tooltip|8+2d6}}
|-
|-
| {{Favilink|high explosive grenade mk I}}
| {{Favilink|gravity grenade|suffix:mk I}}
| Implosive
| 4000
| {{heart}}0
|-
| {{favilink|gravity grenade|suffix:mk II}}
| Implosive
| 8000
| {{heart}}0
|-
| {{favilink|gravity grenade|suffix:mk III}}
| Implosive
| 17500
| {{heart}}0
|-
| {{Favilink|high explosive grenade|suffix:mk I}}
| Explosive
| 2000
| 2000
| {{heart}}{{dice tooltip|8+2d6}}
| {{heart}}{{dice tooltip|8+4d6}}
|-
|-
| {{favilink|high explosive grenade mk II}}
| {{favilink|high explosive grenade|suffix:mk II}}
| Explosive
| 7000
| 7000
| {{heart}}{{dice tooltip|28+5d6}}
| {{heart}}{{dice tooltip|28+5d6}}
|-
|-
| {{favilink|high explosive grenade mk III}}
| {{favilink|high explosive grenade|suffix:mk III}}
| Explosive
| 15000
| 15000
| {{heart}}{{dice tooltip|60+6d6}}
| {{heart}}{{dice tooltip|60+6d6}}
|-
|-
| {{favilink|hand-e-nuke}}
| {{favilink|hand-e-nuke}}
| Explosive
| 10000000
| 10000000
| {{heart}}{{dice tooltip|40000+2d6}}
| {{heart}}{{dice tooltip|40000+2d6}}
|}
|}


== References ==
{{References|2.0.201.24}}
<references/>
[[Category:Battle Mechanics]]
[[Category:Battle Mechanics]]
{{Mechanics Navbox}}
{{Mechanics Navbox}}

Latest revision as of 22:11, 18 July 2023

This article has information that is missing or not up to par.
Reason: This page describes previous logic used for explosive effects. The explosion logic in game was significantly changed in patch 2.0.201.25. There may be changes to the logic described below. Additional investigation is needed

Explosions are a type of damaging phenomenon caused by high explosive grenades among other weapons, as well as certain other things such as space-time vortices. Creatures and other things caught within an explosion are forcefully pushed in addition to being damaged proportional to the force of the explosion. Explosions can cross zone boundaries and damage things outside the zone where they originated.

Calculating Damage and Force

Each explosion has a certain initial force, which can be conceived of as a positive whole number. This force applies to the epicenter of the explosion and lessens as it spreads out into adjacent tiles and as it strikes objects. Heavier objects absorb more of the force, lessening it proportional to their weight. Each cell is hit at most once in the same explosion.

The amount of force felt in a given cell hit by an explosion can be expressed using the following formula:

This calculation is repeated with weaker and weaker force in each later cell until the explosion tapers out at 100 force or lower.

A thing hit by an explosion takes an amount of damage equal to the force with which it was hit divided by 250, plus an amount of damage depending on the source of the explosion.[1] If this force is greater than its weight, it is also pushed. (This can be countered by anchor spikes.) Although the same object can be pushed more than once by the same explosion, it can only be damaged by it once.

List of Explosive Weapons

Weapon Type Initial Force Initial Explosive Damage
boomrose arrow Explosive 1200 ♥4+1d65-10 (Avg: 7.5)(+1d2 from collision)
missile launcher from a rocket turret Explosive 5000 ♥20+4d824-52 (Avg: 38) (+1d6 from collision)
mortar tube from a traipsing mortar Explosive 2000 ♥8+2d610-20 (Avg: 15) (+1d3 from collision)
swarm rack from a chrome pyramid Explosive 2000 ♥8+6d614-44 (Avg: 29) (+3d6 from collision)
sower's seed Explosive 2000 ♥8+2d610-20 (Avg: 15)
gravity grenade mk I Implosive 4000 ♥0
gravity grenade mk II Implosive 8000 ♥0
gravity grenade mk III Implosive 17500 ♥0
high explosive grenade mk I Explosive 2000 ♥8+4d612-32 (Avg: 22)
high explosive grenade mk II Explosive 7000 ♥28+5d633-58 (Avg: 45.5)
high explosive grenade mk III Explosive 15000 ♥60+6d666-96 (Avg: 81)
Hand-E-Nuke Explosive 10000000 ♥40000+2d640002-40012 (Avg: 40007)

References

This information is reliable as of patch 2.0.201.24.
  1. XRL.World.Parts.Physics, method ApplyExplosion