From 40ee04d2c4f4b386e38ee8a44fae2560fe0137a3 Mon Sep 17 00:00:00 2001 From: LaVeyanFiend <51099123+LaVeyanFiend@users.noreply.github.com> Date: Mon, 21 Jun 2021 18:23:37 -0400 Subject: [PATCH] 10mm adheres to GAME_BALANCE.md (#49380) --- data/json/items/ammo/10mm.json | 4 ++-- data/json/items/gun/10mm.json | 10 +--------- doc/GAME_BALANCE.md | 4 ++-- 3 files changed, 5 insertions(+), 13 deletions(-) diff --git a/data/json/items/ammo/10mm.json b/data/json/items/ammo/10mm.json index 50b874de385c1..7585a250df9cb 100644 --- a/data/json/items/ammo/10mm.json +++ b/data/json/items/ammo/10mm.json @@ -3,7 +3,7 @@ "id": "10mm_fmj", "type": "AMMO", "name": { "str_sp": "10mm Auto FMJ" }, - "description": "A jacketed 10mm Auto round. The 10mm Auto cartridge is a rather powerful handgun round and the progenitor to the more popular .40 S&W.", + "description": "Jacketed 10mm Auto ammunition with 180gr bullets. The 10mm Auto cartridge is a rather powerful handgun round and the progenitor to the more popular .40 S&W.", "weight": "9 g", "volume": "117 ml", "price": 400, @@ -17,7 +17,7 @@ "ammo_type": "10mm", "casing": "10mm_casing", "range": 14, - "damage": { "damage_type": "bullet", "amount": 31, "armor_penetration": 4 }, + "damage": { "damage_type": "bullet", "amount": 28, "armor_penetration": 4 }, "dispersion": 50, "recoil": 750, "effects": [ "COOKOFF" ] diff --git a/data/json/items/gun/10mm.json b/data/json/items/gun/10mm.json index d6451b9b54702..1036198a9c985 100644 --- a/data/json/items/gun/10mm.json +++ b/data/json/items/gun/10mm.json @@ -18,7 +18,6 @@ "symbol": "(", "color": "dark_gray", "ammo": [ "10mm", "40" ], - "ranged_damage": { "damage_type": "bullet", "amount": -7 }, "dispersion": 320, "durability": 8, "blackpowder_tolerance": 56, @@ -51,7 +50,6 @@ "symbol": "(", "color": "dark_gray", "ammo": "10mm", - "ranged_damage": { "damage_type": "bullet", "amount": -7 }, "dispersion": 510, "durability": 8, "blackpowder_tolerance": 48, @@ -86,7 +84,6 @@ "symbol": "(", "color": "dark_gray", "ammo": "10mm", - "ranged_damage": { "damage_type": "bullet", "amount": -6 }, "dispersion": 480, "durability": 8, "blackpowder_tolerance": 48, @@ -121,7 +118,6 @@ "symbol": "(", "color": "dark_gray", "ammo": "10mm", - "ranged_damage": { "damage_type": "bullet", "amount": -4 }, "dispersion": 440, "sight_dispersion": 440, "durability": 8, @@ -154,7 +150,7 @@ "min_cycle_recoil": 675, "ammo": "10mm", "skill": "rifle", - "ranged_damage": { "damage_type": "bullet", "amount": -1 }, + "ranged_damage": { "damage_type": "bullet", "amount": 1 }, "built_in_mods": [ "folding_stock" ], "modes": [ [ "DEFAULT", "semi-auto", 1 ] ], "pocket_data": [ @@ -220,7 +216,6 @@ "material": [ "steel" ], "color": "dark_gray", "ammo": "10mm", - "ranged_damage": { "damage_type": "bullet", "amount": -6 }, "dispersion": 480, "durability": 7, "min_cycle_recoil": 675, @@ -253,7 +248,6 @@ "symbol": "(", "color": "dark_gray", "ammo": "10mm", - "ranged_damage": { "damage_type": "bullet", "amount": -5 }, "dispersion": 410, "durability": 7, "min_cycle_recoil": 675, @@ -286,7 +280,6 @@ "symbol": "(", "color": "dark_gray", "ammo": "10mm", - "ranged_damage": { "damage_type": "bullet", "amount": -5 }, "dispersion": 480, "durability": 8, "min_cycle_recoil": 675, @@ -315,7 +308,6 @@ "price_postapoc": 2300, "skill": "pistol", "ammo": "10mm", - "ranged_damage": { "damage_type": "bullet", "amount": -4 }, "min_cycle_recoil": 675, "modes": [ [ "DEFAULT", "semi-auto", 1 ] ], "pocket_data": [ diff --git a/doc/GAME_BALANCE.md b/doc/GAME_BALANCE.md index 19f0ce7395460..60a02281b3b88 100644 --- a/doc/GAME_BALANCE.md +++ b/doc/GAME_BALANCE.md @@ -191,7 +191,7 @@ Bow damage is based on the momentum achieved in the projectile. Since arrows an ## Ammo stats The damage (**Dmg**) of firearm ammunition is the square root of a round's muzzle energy in joules (**Energy, J**) rounded to the nearest integer with an arbitrary increase or decrease to account for terminal ballistics. Damage of handloaded ammo is set to 92% (rounded down) of their factory counterparts. A similar system for calculating recoil is planned but not currently being worked on. The figures used to calculate stats and any other relevant information are presented in table below. -Each cartridge also has a Base Barrel Length (**Base Brl**) listed; this determines the damage for the connected guns. A firearm has its damage modifier determined by it's real life barrel length; for every three inches between it and the listed baseline here, the gun takes a 1 point bonus or penalty, rounding to the nearest modifier. For example, a .45 ACP gun with a 7 inch barrel would get a +1 bonus (against a baseline of 5 inches). +Each cartridge also has a Base Barrel Length (**Base Brl**) listed; this determines the damage for the connected guns. A firearm has its damage modifier determined by its real life barrel length; for every three inches between it and the listed baseline here, the gun takes a 1 point bonus or penalty, rounding to the nearest modifier. For example, a .45 ACP gun with a 7 inch barrel would get a +1 bonus (against a baseline of 5 inches). Ammo ID | Description | Energy, J | Dmg | Base Brl | Applied Modifiers / Comments | -------------------|-----------------------------|-----------|-----|----------|------------------------------- @@ -211,7 +211,7 @@ Ammo ID | Description | Energy, J | Dmg | Base Brl | .38 Special | 130gr FMJ bullet | 256 | 16 | 4in | | .38 FMJ | 130gr FMJ bullet | 256 | 16 | 4in | | .38 Super | 147gr JHP bullet | 660 | 26 | 4in | | -10mm Auto | 180gr FMJ bullet | 960 | 31 | 4in | | +10mm Auto | 180gr FMJ bullet | 799 | 28 | 5in | | .40 S&W | 135gr JHP bullet | 575 | 24 | 4in | | .40 FMJ | 180gr FMJ bullet | 598 | 24 | 4in | | .44 Magnum | 240gr JHP bullet | 1570 | 40 | 7.5in | |