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  • Virtual-Chris
    Original poster 653 posts

    Can someone explain why these types of damage are considered better? And how the math works? And in what situations they are actually useful? (I mean, they should be fairly obvious I guess, but even targets out of cover... are they in cover or out of cover when they pop up to shoot?)

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  • LateNiteDelight
    475 posts

    @virtual-chris they're multiplicative [Amplify is the other term they use], so you take all the damage you would do [WD, whether it's a Crit, whether it's a HS, if a talent adds WD], and then multiply that ultimate total by the Damage To [they add together, so if the Target is Armored and Out of Cover, DTA + DTOOC].

  • the_Kettle
    140 posts

    @virtual-chris
    I can't answer the 'are they out of cover if they just pop their head out to shoot' question, but for the maths, damage calculations look something like:

    (Base weapon damage)x(100% + Sum of +n% weapon damage/weapon specific damage - eg red cores, Fenris, specialisation bonuses, various talents)x(100% + Sum of +n% Total Weapon Damage)x(100% + Sum of Crit and headshot damage - when applicable)x(100% + Sum of damage to armor OR health)x(100% + Sum of damage to targets out of cover)x(100% + Amplified Damage 1)x(100% + Amplified Damage 2) etc.

    The core reasons certain damage types (DtOoC, DtA, DtH, Amplified)are considered better than others is simply because there's fewer sources of them, and they are multiplicative with all other damage types.

    Eg: If I have 100 base damage, +100% weapon damage (giving 200% total) and +150% crit damage (giving 250% total) and no other damage types, my per-shot damage on average will be (100 base damage)x(200%)x(150% [250% total x 60% CHC]) = 300 damage

    Say I add another 12% CHD: I now do (100x200%x157.2%) = 314.4

    If instead I add 8% DtOoC: I now do (100x200%x150%x108%) = 324

    Hence the general claim that 8% DtOoC is better than a bit more crit damage (or weapon damage). As to what percentage of enemies count as 'out of cover', bear in mind that out of cover enemies are generally a much greater threat to players than ones in cover, because they're generally actively pushing you. You're also more likely to be prioritising those targets because they're easier to hit.




  • Virtual-Chris
    Original poster 653 posts

    Thanks guys.

    On ARs, damage to health is a core stat. That seems less useful to me than nearly any other type of damage. Enemies without armor are not a threat and by the time I’m down to their health, well, they’re not going to last long no matter whether I have damage to health or not. Am I right?

  • LateNiteDelight
    475 posts

    @virtual-chris Dog & Black Tusk Chunga armor is actually Health 👩‍🏫

  • Oatiecrumble
    300 posts
    @virtual-chris Dog & Black Tusk Chunga armor is actually Health 👩‍🏫


    👆 This 👆

    Great for legendary mode.

  • Virtual-Chris
    Original poster 653 posts

    @latenitedelight

    Interesting… so ARs do better damage to these things? Good to know!

  • the_Kettle
    140 posts

    @virtual-chris Yes, damage to health is damage to literally everything that doesn't have a white armor bar above it: not just armor plating, but weakpoints, destructible environment objects, etc.

  • Sock_Monkey
    292 posts

    So I was thinking about this same topic and have a few questions myself.

    I gather from the replies above that Damage to Health and Damage to Target Out of Cover would be the ideal two attributes (for an AR)? It seems that because DtTOoC goes up to 10%, versus DtA which [only] goes up to 6%, that would be a better attribute. I understand the former is inactive if they are hiding behind something, but that's an easy thing to work around (get hostiles out from cover).

    Likewise, DtH goes up to 21%, but if I open fire on an armored hostile that is also at full health does this damage occur concurrently, or do I still have to run his armor down first before DtH even takes effect?

    I have several FAMAS ARs and I am trying to determine priority in optimizing, and based on my current understanding the best one would be with three attributes AR Damage (of course), Damage to Health and Damage to Target Out of Cover. And all would be better than CHC and CHD.

  • Adrian-11
    707 posts

    @sock_monkey

    For armored NPCs (as in the ones with the white bars above the health bar), you have to remove the armor bars before the damage to health kicks in.

  • Sock_Monkey
    292 posts

    @adrian-11 Hmm, given that I wonder if Damage to Armor wouldn't be better, since once armor is depleted death is pretty quick for players or NPCs.

  • LateNiteDelight
    475 posts

    @sock_monkey Unless Dog & Chunga are your bigger pain point 👩‍🏫

    (3)W&H [Mask, Chest, Holster], Memento

    Gloves and Knees can rotate between Contractors/Fox's or dealers choice [primary weapon brand, Belstone, other] depending on the mix you want to go for.

  • Sock_Monkey
    292 posts

    @latenitedelight I have no issues with either, and my weapons are all so cranked up on damage even the named dogs are pretty easy.

    It's mostly occasional rogues in the DZ that I am concerned with.

    I was asking specifically about weapon attributes in this case, though I have Contractors's and Fox's on the set I usually use in the DZ.

  • LateNiteDelight
    475 posts

    @sock_monkey in that case, build for damage to Armor

  • WrecK3rr
    48 posts
    targets out of cover... are they in cover or out of cover when they pop up to shoot?)

    Just to clarify, popping out head and shooting from cover doesn't count as "Out of cover".
    So no, DTTOC doesn't apply on such targets/enemies.

  • Adrian-11
    707 posts

    @wreck3rr

    Another question - DTTOC applies to everything... armor, health, dogs, chungas... right? Thanks

  • WrecK3rr
    48 posts

    @adrian-11 Yes, anything that doesn't have its side attached to anything the game considers cover.
    Which only a "Human/Non-Heavy" enemy is able to do in the game. Regardless of whatever it's health bar contains (Armor/Health).
    Which is why I consider this attribute to be the best in the game as it applies on basically all targets.

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