No, it should not counteract.NeuralStunner wrote:More testing done. I tried the following lines:So, setting "Bullet" damage to 100 should more or less counteract the 1% from "Normal", right? No, actually hitting the Imp with a single bullet results in an instagib.Code: Select all
DamageFactor "Normal", 0.01 DamageFactor "Bullet", 100
You first are telling the game that all damage will be considered x0.01
Then you're telling the game that bullet damage will be multiplied by 100. Right there you're saying that the game will consider 2 types of damage separately: "normal" and "bullet". So, "normal" (all damage except "bullet") will deal x0.01. Bullet (not considered inside "normal") will deal x100
Resume: all damage, except "bullet" will deal x0.01; and "bullet" will be dealt x100
Exact same caseNeuralStunner wrote: This had the same result:Code: Select all
DamageFactor "Normal", 0.0 DamageFactor "Bullet", 100
Telling the game that all damage will be ignored ("normal" 0.0)
then that bulled will be dealt x100.
All damage but "Bullet" will be ignored. "Bullet" will be dealt x100
Then, you're telling the game that all damage ("all damage" = "normal" = all unespecified damage) will be ignored and that bullet will deal 0.0001 more than the regular damage it would deal regularly (not counting at all the previous "damagefactor "normal", 0.0).NeuralStunner wrote:But! This works as expected:Code: Select all
DamageFactor "Normal", 0.0 DamageFactor "Bullet", 1.0001
If you put "normal" you're talking about all damage, then if you specify another damage, it's considered separately and overrides the damage factor applied by "normal"
So, another way to say it, both damage calculations are being done parallel, instead of being done consecutively.
Check this
Spoiler: