77 DAYS TO DIEENCYCLOPEDIAPC 3.2.0 (b10)
Browse the encyclopedia

Try: water, woda, how to cure infection, motocykl

Damage breakpoints: why a small upgrade can matter more

An upgrade matters when it changes the number of successful hits or reloads you need. A percentage increase in damage does not produce the same percentage reduction in every fight.

Description

For fixed successful damage D and target health HP, hits H = ceil(HP / D). With magazine size M, required reloads R = floor((H − 1) / M). At a constant firing rate RPM and reload time T, time to the last hit = (H − 1) × 60 / RPM + R × T. This is a controlled comparison: misses, regeneration, changing armor, stagger and player movement change the real fight.

Start with damage under the actual conditions

Listed weapon damage is not always the health removed from a particular target. Armor, hit location and active effects alter the result. A simple comparison needs comparable conditions.

Hit count is a whole number. A small damage improvement can be valuable when it removes one required attack. A larger increase that crosses no threshold may not shorten a fight against a selected weak target.

Hit thresholds and actual combat time

Against a hypothetical 100 HP, increasing effective damage from 49 to 50 changes the hit count from 3 to 2. This matters especially if the extra shot would require reloading. The example assumes fixed damage and no regeneration.

Compare accuracy, attack rhythm and ammunition spent on misses too. An advantage under perfect aim may disappear if the new weapon is harder to use. Evaluate several enemies typical of your expeditions.

What to do

  1. Use effective damage against the same target and the same type of hit. If armor, headshots, perks or mods differ, the input conditions are not comparable.
  2. Divide target health by damage per hit and round up. For a target with 250 health, 49 damage needs 6 successful hits, while 50 damage needs 5.
  3. Check magazine capacity. With 5 rounds, those 6 hits require a reload; 5 hits do not. One small damage increase can therefore remove both a hit and a reload.
  4. Include the intervals between hits. With the first hit at time zero, H hits contain H−1 firing intervals. Add the reloads that occur before the final hit.

Worked example

Assume 250 HP, 5 rounds, 120 RPM and a 2-second reload. At 49 damage the model gives 6 hits and 4.5 seconds. At 50 damage it gives 5 hits and 2 seconds. These are illustrative inputs, not the verified statistics of a named weapon or enemy.

Common mistake

Calling a weapon twice as good based on this one example. Against another health value, both weapons may need the same number of hits.