Page 1 of 1

Hurting yourself

Posted: Mon Jun 29, 2009 1:46 pm
by Captain Ventris
This is something I've wondered for a while. When you accidentally injure yourself with your own weapon, it doesn't seem like you take full damage. Am I just crazy?

Re: Hurting yourself

Posted: Mon Jun 29, 2009 2:25 pm
by Unknown_Assassin
Captain Ventris wrote:This is something I've wondered for a while. When you accidentally injure yourself with your own weapon, it doesn't seem like you take full damage. Am I just crazy?
I noticed that too. :?

EDIT: Now that I think about it; it's not really a surprise at all. You have to factor in the fact that all weapons have randomized damage in multiples of 1, 2, or 3 (d3...dice roll for 3 sides).

Re: Hurting yourself

Posted: Mon Jun 29, 2009 2:58 pm
by Jimmy
If you're referring to regular rockets, then the reason you never suffer the full brunt of the damage is that the rockets have a regular damage of 20, which is inflicted only to the target it hits directly. Of course anything in the radius of the explosion will suffer splash damage, including yourself, but the damage dealt never equates to a direct hit.

Re: Hurting yourself

Posted: Wed Jul 01, 2009 4:43 pm
by Ixnatifual
Reminds meof when I found out about the -turbo parameter and got disappointed when I ran around my own stream of rockets and they passed right through me instead of hitting me.

Re: Hurting yourself

Posted: Thu Jul 02, 2009 9:06 am
by .+:icytux:+.
jimmy91 wrote:If you're referring to regular rockets, then the reason you never suffer the full brunt of the damage is that the rockets have a regular damage of 20, which is inflicted only to the target it hits directly. Of course anything in the radius of the explosion will suffer splash damage, including yourself, but the damage dealt never equates to a direct hit.
iirc actually the splash damage of the regular rocket is a tad bit higher than the direct hit damage am i rite?

Re: Hurting yourself

Posted: Thu Jul 02, 2009 2:54 pm
by Ryan Cordell
Not a tad, quite a lot. At least, more than four times. If I'm right, A_Explode (which is defaultly used by the rocket) uses these values by default.. 128 for the Radius and 92 (or 96, can't recall) for damage. I think.

Re: Hurting yourself

Posted: Thu Jul 02, 2009 8:08 pm
by Project Shadowcat
Damage is inversely proportional to how close you were from the blast. If you took a direct hit, it was 1d20x8 for the direct hit, plus 128 guaranteed for being at 0 range. If you were 64 units away, you took 64 damage. Blasting yourself on a wall was 128 damage (survivable with blue armor and probably green, too).

Re: Hurting yourself

Posted: Fri Jul 03, 2009 3:50 pm
by printz
Yes, not those user-friendly launchers from Quake.

Re: Hurting yourself

Posted: Sat Jul 04, 2009 2:39 am
by clarisse23
the damage dealt never equates to a direct hit.

Re: Hurting yourself

Posted: Sat Jul 04, 2009 4:03 am
by leileilol
unless it's this

Re: Hurting yourself

Posted: Sat Jul 04, 2009 9:25 am
by Gez
Blade Nightflame wrote:Not a tad, quite a lot. At least, more than four times. If I'm right, A_Explode (which is defaultly used by the rocket) uses these values by default.. 128 for the Radius and 92 (or 96, can't recall) for damage. I think.
A_Explode by default deals 128 damage in a 128 "radius" (so if you're 50 units away from the center, you get 128-50=78 damage from it). The rocket also deals 20d8 damage from direct impact (damage property of 20, a missile deals d8 points of damage normally or d4 if it has the STRIFEDAMAGE flag), so the theoretical maximum damage from a rocket is 20x8+128 = 288 points of damage. The average damage will be about 90 from impact and a bit less than 128 from the blast (since you're seldom really right in the middle of the explosion).

Note that the radius is not a real radius, it's square rather than circular. Your distance away from the epicenter is the greater of the X distance or the Y distance from it, for this reason blast damage propagates further in diagonal lines than in straight lines. However, trigonometry is applied correctly for the Z distance, unless using the flags that provoke infinitely tall explosions where the Z distance is made irrelevant.