Explosions: Difference between revisions
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{{As Of Patch|2.0.200.86}} | {{As Of Patch|2.0.200.86}} | ||
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}}. | 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. | ||
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: | |||
<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> | |||
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. | 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. | ||
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{|class="wikitable" | {|class="wikitable" | ||
!Weapon | !Weapon | ||
!Force | !Initial Force | ||
!Explosive Damage | !Initial Explosive Damage | ||
|- | |- | ||
| {{Favilink|boomrose arrow}} | | {{Favilink|boomrose arrow}} |
Revision as of 02:41, 16 August 2020
This information is reliable as of patch 2.0.200.86. If this is no longer the current patch, you can help by updating it. |
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[1]. This explosion can spread across zones, and can damage and kill off screen creatures.
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:
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.
List of Explosive Weapons
Weapon | Initial Force | Initial Explosive Damage |
---|---|---|
boomrose arrow | 1200 | 4+1d65-10 (Avg: 7.5)(+1d2 from collision) |
missile launcher | 5000 | 20+4d824-52 (Avg: 38) (+1d6 from collision) |
mortar tube from a traipsing mortar | 2000 | 8+2d610-20 (Avg: 15) (+1d3 from collision) |
swarm rack from a chrome pyramid | 2000 | 8+6d614-44 (Avg: 29) (+3d6 from collision) |
sower's seed | 2000 | 8+2d610-20 (Avg: 15) |
high explosive grenade mk I | 2000 | 8+2d610-20 (Avg: 15) |
high explosive grenade mk II | 7000 | 28+5d633-58 (Avg: 45.5) |
high explosive grenade mk III | 15000 | 60+6d666-96 (Avg: 81) |
Hand-E-Nuke | 10000000 | 40000+2d640002-40012 (Avg: 40007) |
References
- ↑
XRL.World.Parts.Physics
, methodApplyExplosion
|