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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=63952</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=63952"/>
		<updated>2015-04-10T23:13:04Z</updated>

		<summary type="html">&lt;p&gt;DDADDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|Medic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Suppression (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Field Surgeon (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Rapid Reaction (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Revive (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Ready For Anything (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Paramedic (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Combat Drugs (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bombard (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Savior (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+1 Mobility, +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 6(7) || 6(7)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 6(7) || 12(14)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 8 || 4(5) || 16(19)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 10 || 3(4) || 19(23)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 13 || 3(4) || 22(27)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 15 || 3(4) || 25(31)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 18 || 3(4) || 28(35)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing his squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
       &#039;&#039;&#039;Role 1: Field Medic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These medics are support units and are geared towards defensive roles. Their titular &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. They offer the best healing in XCOM and can even help soldier recover faster from combat wounds.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Savior&#039;&#039;&#039; and &#039;&#039;&#039;Revive&#039;&#039;&#039; they become dedicated healing medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won&#039;t do much good during said fire fights. &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; can be taken as an item to offer them more options. These dedicated medics have many uses of medikits and plenty of healing making them suited to long operations such as base assault.&lt;br /&gt;
&lt;br /&gt;
       &#039;&#039;&#039;Role 2: Tactical Support.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here medics are more than healing units, focusing on defensive support items. &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; make them great at creating cover for advancing friendly troops and keeping them from getting hit, with &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; available to put an offensive twist on smoke grenades. Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke.&lt;br /&gt;
&lt;br /&gt;
Because these medics are very item dependent it is advisable to only use them in short missions where their item uses are maximized. Such missions include small map &#039;&#039;&#039;Terror Missions&#039;&#039;&#039;, &#039;&#039;&#039;Abductions&#039;&#039;&#039; or small ship &#039;&#039;&#039;Crash Sites&#039;&#039;&#039;. On long missions they risk running out of items and becoming less effective. However during those short missions their support in invaluable as with good timing and tactics you can be keep your soldiers safe the entire mission duration (4 or more smoke grenade uses) preventing wounds rather than healing them, although they also have the tools to do so.&lt;br /&gt;
&lt;br /&gt;
       &#039;&#039;&#039;Role 3: Battle Medic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These medics focus on using accurate guns to punish enemies for anything they try. With &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Sentinel&#039;&#039;&#039; and &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; they are death machines capable of attacking and overwatching the same turn. Although not required &#039;&#039;&#039;Suppression&#039;&#039;&#039; can also be used for more fire options and the Aim bonus as well as &#039;&#039;&#039;Ranger&#039;&#039;&#039; for the damage bonus and Aim.&lt;br /&gt;
&lt;br /&gt;
In long war medics have bad aim progression making them not viable combatants, the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; overcomes this by going on the left side of the perk tree, gaining bonus aim almost every single level. This puts them on par, if not above &#039;&#039;&#039;Infantry&#039;&#039;&#039; class (27 at max rank Vs &#039;&#039;&#039;Infantry&#039;&#039;&#039; 25) while still being able to heal. They make excellent overwatches that can shoot twice without penalty and trigger on enemy fire. The Battle Medic is better suited for missions where you are lacking fire support, as he/she prevents the enemy from advancing or taking actions besides grenades without punishment, while still capable of healing squadmates. Due to this appropriate items are &#039;&#039;&#039;Scope&#039;&#039;&#039; for the aim bonus to his shots and the normal &#039;&#039;&#039;Medikit&#039;&#039;&#039; to still fulfill his medical role.&lt;br /&gt;
&lt;br /&gt;
==Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A surgeon has 75% to remove 1HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. +1 to lowest point soldier&#039;s HP got - game tracks this value during the mission for wound time calculation.  Never more than 1 HP. If a soldier was wounded for only 1 HP it has 75% to not require hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost) field surgeon will only reduce hospital time (by a significant amount if the hospital time rises non-linearly with the amount of HP lost. Minor wounds heal quick). &lt;br /&gt;
 &lt;br /&gt;
Having 2+ surgeons in mission means all soldiers injured in combat get this +1 to lowest HP value and will thus spend less (or no) time in  hospital.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>DDADDA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Damage_(Long_War)&amp;diff=63951</id>
		<title>Talk:Damage (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Damage_(Long_War)&amp;diff=63951"/>
		<updated>2015-04-10T21:57:18Z</updated>

		<summary type="html">&lt;p&gt;DDADDA: Created page with &amp;quot;I added Amineri&amp;#039;s explanation of damage roulette (https://www.reddit.com/r/Xcom/comments/30wtkq/lw_b15b_some_feedback/cpwzxl8) to &amp;quot;The randomization roll&amp;quot;. First time editing,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added Amineri&#039;s explanation of damage roulette (https://www.reddit.com/r/Xcom/comments/30wtkq/lw_b15b_some_feedback/cpwzxl8) to &amp;quot;The randomization roll&amp;quot;. First time editing, so apologies if I made any mistakes - DDADDA&lt;/div&gt;</summary>
		<author><name>DDADDA</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=63950</id>
		<title>Damage (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=63950"/>
		<updated>2015-04-10T21:41:36Z</updated>

		<summary type="html">&lt;p&gt;DDADDA: /* d. The randomization roll . */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Damage Calculation ==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: information bellow is compiled from various dev posts, dev PMs, etc (therefore very likely NOT 100% accurate - we&#039;ll hopefully add the missing bits // correct mistakes in the future  ) .. It does not paint the complete picture, but it is the best we&#039;ve got ..    &lt;br /&gt;
&lt;br /&gt;
Terms: base_weapon_damage (BWD) - this is each weapon damage stat configurable in DGG.ini . The weapon ranges shown in game in barracks are computed (randomization process) based on this 1 stat with an algorithm designed by Amineri for long war. &lt;br /&gt;
&lt;br /&gt;
Stated design goal (Amineri) &amp;quot; ..Damage variance in general is approximately uniform, but scales linearly with the base damage... WHY I went through the trouble to scale the damage randomization with base damage ? ..ultimately, the motivator for reworking damage variance was part of the effort to change the difficulty curve to make early game easier and late game harder. &amp;quot;  &lt;br /&gt;
&lt;br /&gt;
Should be much clearer when we get to examine the randomization process and some nice colored tables .. (Madlaxstreams&#039;s idea)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Big steps for calculating damage inflicted by weapon fire &lt;br /&gt;
&lt;br /&gt;
a. Roll for hit. Roll for crit. &amp;lt;br&amp;gt;  &lt;br /&gt;
b. Multiplicative skills cut the MWD (flush, perhaps Disabling shot ) &amp;lt;br&amp;gt;  &lt;br /&gt;
c. Weapon_Modified_Damage (MWD) is computed (sum of WBD and all the +X to weapon damage from equipped items and relevant perks)   &amp;lt;br&amp;gt;&lt;br /&gt;
d. Randomisation Process. Roll for damage value in damage range (+- 25 %) (same process for crit and-not crit shots) ..  &amp;lt;br&amp;gt;&lt;br /&gt;
e. Run target DR gauntlet (multiple steps)  &amp;lt;br&amp;gt;&lt;br /&gt;
f. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
g. Apply shredder bonus to any remaining damage past target DR  &amp;lt;br&amp;gt;&lt;br /&gt;
h. Add HeatAmmo bonus damage to robots   &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Details&lt;br /&gt;
&lt;br /&gt;
==b. Not sure about this (no source) %perk modifier ==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
test info seems to indicate BWD*=0.5 for Flush.. (rounded down) Which means flush damage range increases by going up to even BWD number for the weapon..Upping weapon tech to odd BWD will not increase flush damage (due to rounding down).. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flush damage table range (will include one later).. Keep in mind +X damage perks do add after flush - this would be just the flush damage without the +X damage perks ..   &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Disabling shot works the same ..&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shredder rocket seems to work similar to flush .. BWD *0.6 rounded down and then +X added ..&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==c.  Modified_Weapon_Damage (MWD) is computed ==&lt;br /&gt;
(sum of BWD and all the +X to weapon damage from equipped items and relevant perks) &lt;br /&gt;
&lt;br /&gt;
Ex:&amp;lt;br&amp;gt;&lt;br /&gt;
- ranger adds +1 to primary weapon &amp;lt;br&amp;gt;&lt;br /&gt;
- gunslinger +1 to side arms &amp;lt;br&amp;gt;&lt;br /&gt;
- VPT adds +2 to primary weapon and +1 to secondary vs relevant targets &amp;lt;br&amp;gt;&lt;br /&gt;
- sapper +1 to HE and AP grenades; +2 to alien grenades &amp;lt;br&amp;gt;&lt;br /&gt;
- foundry project +1 damage for sidearms (Reflex Pistols ) &amp;lt;br&amp;gt;&lt;br /&gt;
- foundry project +2 damage for AP grenades (Alien Grenades) &amp;lt;br&amp;gt;&lt;br /&gt;
- foundry project- plasma research gives +1 to all plasma weapons &amp;lt;br&amp;gt;&lt;br /&gt;
- damage items (Alloy-Jacketed Rounds , Enhanced Beam Optics , Plasma Stellerator) add +1 to relevant weapons (INCLUDING SIDEARMS) &amp;lt;br&amp;gt;&lt;br /&gt;
- Mayhem adds +1 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons, Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. MAYHEM ONLY WORKS WITH REGULAR SHOTS (not rapid fire, not flush, not disabling shot) &amp;lt;br&amp;gt;&lt;br /&gt;
- Precision shot adds  (based on weapon tech) for crits  (+2 for ballistic, laser and gauss SR ; +3 for pulse ; +4 for plasma) &amp;lt;br&amp;gt;&lt;br /&gt;
- Bring&#039;em On on adds   1,2 enemy =&amp;gt; +1 damage    3-4 enemies =&amp;gt; +2 damage 5-6 enemies =&amp;gt; +3 damage 7 or more enemies =&amp;gt; +4 damage  (side arms too)&amp;lt;br&amp;gt;&lt;br /&gt;
- KI adds extra BWD * 0.334 (rounded up) in case of crit (because 1.334 * 1.5 = 2.001). KI description is only true (+50% damage) if there are no other bonuses in play .. Typically in actual play the bonus provided by KI is lower than +50% .. Skill description should probably state +33.4% of BWD rounded up but since they don&#039;t ever show BWD in game .. check bellow for possible values &amp;lt;br&amp;gt;&lt;br /&gt;
2 (Assault Rifle, Laser Rifle, Battle Rifle);3 (shotgun, heavy laser rifle, scatter laser, gauss rifle, heavy gauss rifle, alloy cannon, pulse rifle , heavy pulse rifle, plasma rifle); 4 (scatter blaster , heavy plasma rifle , reflex cannon) . Works with side arms too but since side arms have lower BWD - gain will be less ..&lt;br /&gt;
&lt;br /&gt;
- ..&lt;br /&gt;
&lt;br /&gt;
==d. The randomization roll .==&lt;br /&gt;
&lt;br /&gt;
The purpose of the randomisation is to pick a integer value in roughly [MWD*0.75, MWD*1.25] interval (centered on/average value is MWD ) for non-crits and same length interval approximately shifted + 0.5 * MWD for critical hits (thus centered on MWD*1.5)&lt;br /&gt;
&lt;br /&gt;
Amineri &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot; The way it&#039;s computed is that a die of size 2 x damage (WMD)  + 2 is rolled. Each integer point of final damage gets 4 possible results. &amp;lt;br&amp;gt;&lt;br /&gt;
Examples: &amp;lt;br&amp;gt;&lt;br /&gt;
1) 5 base damage -- a 12 sided die is rolled, with 4 chances each for 4, 5, or 6 damage on a non-critical hit. A critical hit is centered at 7.5 damage, so 4 results each map to 7 and 8, and 2 results each map to 6 and 9. &amp;lt;br&amp;gt;&lt;br /&gt;
Results : 33.3% chance of 4, 5 or 6 damage on non-crit, and 16.7% chance of 6 or 9 and 33.3% chance of 7 or 8 damage on a crit. &amp;lt;br&amp;gt;&lt;br /&gt;
2) 3 base damage - an 8 sided die is rolled. 4 results map to 3 damage, and 2 results each map to 2 and 4 damage. &amp;lt;br&amp;gt;&lt;br /&gt;
Results : 25% chance of 2 or 4 damage, 50% chance of 3 damage &amp;lt;br&amp;gt;&lt;br /&gt;
3) 8 base damage - an 18 sided die is rolled. 4 results each map to 7, 8 and 9, and 3 results each map to 6 and 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Results : 16.7% chance of 6 or 10, and 22.2% chance of 7, 8, or 9 damage.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below should make this much clearer &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage Roulette SW option: Regular hits range from MWD*0.5 to MWD*1.5, and crits range from MWD*1.5 to MWD*2.5. Note that critical hits then average at MWD*2 instead of MWD*1.5.&lt;br /&gt;
&lt;br /&gt;
==LR MWD randomization for non-crits==&lt;br /&gt;
[[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Numbers on a Rows are possible Randomisation results for that particular MWD .. The average value of the interval is always the MWD..(red columns in the middle ). Rightmost column has weapon&#039;s damage range (min,max) for MWD.&lt;br /&gt;
Table goes up to MWD 31 (not sure if that it can be currently reached even during endgame) ...&lt;br /&gt;
&lt;br /&gt;
Calculating the probability for a particular value to come up is easy: sum(nr of times value appears on row) / sum(nr total values on row)     &lt;br /&gt;
&lt;br /&gt;
So for MWD 10 scoring 7 or 13 damage has 1/22 probability while scoring a 8,9,10 or 11 have 4/22 probability .. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each MWD level probabilities for each possible values are not the same (sometimes edge values (maximum deviation from average) can have lower probabilities) . (I&#039;m NOT talking chance of combined events (or) - I&#039;m talking chance for each event separately ) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-going up a MWD level doesn&#039;t always guarantee increase of minimum possible damage. &amp;lt;br&amp;gt;  &lt;br /&gt;
-pumping MWD increases weapon&#039;s average damage linearly but also its variance (less dependable) ..Could overkill in a turn and do significantly less damage the next turn .. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ballistic shotgun and LMG BWD 6 have 1/14 chances to do only 4 damage on a non crit..&amp;lt;br&amp;gt;&lt;br /&gt;
Ballistic Shiv autocannon BWD 7 has 2/16 chance to do only 5 damage on non-crit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LR WMD randomisation for crits==&lt;br /&gt;
[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Numbers on a Rows are possible Randomisation results for that particular MWD .. The average value of the interval is the MWD * 1.5 where possible (even MWD) ... For odd MWD values [MWD *1.5] and [MWD* 1.5 +1] (integer part) are used   ... Rightmost column has weapon&#039;s critical damage range (min,max) for MWD.&lt;br /&gt;
&lt;br /&gt;
Calculating the probability for a particular value to come up is easy: sum(nr of times value appears on row) / sum(nr total values on row) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
-going up a MWD always increases minimum critical damage possible (sometimes even by 2) &amp;lt;br&amp;gt;&lt;br /&gt;
-as game progresses and alien MWD goes up it gets very difficult to protect your soldiers from 1 hit kills &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ballistic pistol: BWD 2 has 1/6 chances to do 4 on a crit and 5/6 to do 3 &amp;lt;br&amp;gt;&lt;br /&gt;
Ballistic sniper/marksman rifle: BWD 5 have 2/12 to score only 6 damage on crit &amp;lt;br&amp;gt;&lt;br /&gt;
Gunslinger Laser Pistol: MWD (3+1) has 5-7 crit damage range &amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifle with Ranger MWD (5+1) has 8-11 crit range  (1 shot most early game sectoids/thinmen or exalts) &amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Laser Rifle with Ranger and Enhanced Beam Optics: MWD (6+1+1) has 10-14 crit range &amp;lt;br&amp;gt; &lt;br /&gt;
Heavy Pulse Rifle with Ranger and Enhanced Beam Optics and VPT: MWD (8+1+1+2) has 15-21 crit range &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==e. Subtract damage lost to target DR. ==&lt;br /&gt;
Long War adds a new mechanic called Damage Reduction. When a unit takes damage, it is reduced by the damage reduction value. It can be seen in game as a blue shield indication next to the normal red damage indication.&lt;br /&gt;
&lt;br /&gt;
Damage reduction is gained in various ways:&lt;br /&gt;
* Low cover gives 0.66 damage reduction.&lt;br /&gt;
* High cover gives 1.0 damage reduction.&lt;br /&gt;
* Several perks grant damage reduction.&lt;br /&gt;
* Mechanized units commonly have built in damage reduction of varying amounts.&lt;br /&gt;
&lt;br /&gt;
Hunker Down doubles the damage reduction effect of cover, as well as the normal effect of doubling the defense it gives.&lt;br /&gt;
&lt;br /&gt;
If the damage reduction a unit has is not a whole number, the damage is reduced by one of the two nearest whole numbers, with probability based on the fraction. For example, a unit with 1.66 damage reduction has a 66% chance of the damage being reduced by 2 and a 34% chance of the damage being reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Damage reduction can have several interesting effects on game play. One is that a shot against a unit may do 0 damage if the damage inflicted is reduced to 0, which can be a nasty surprise if trying to finish off a 1 HP enemy with a pistol. Once you come up against more advanced units, particularly mechanized ones, you may find yourself completely unable to damage them with lighter weapons such as carbines.&lt;br /&gt;
&lt;br /&gt;
===In Detail===&lt;br /&gt;
The steps in AbsorbDamage are:&lt;br /&gt;
# Non-cover, flat DR is applied:&lt;br /&gt;
## General damage reduction stat (including MEC suits, armors, small items, and Iron Skin).&lt;br /&gt;
## Damage Control reduces damage by 1.5.&lt;br /&gt;
## Mind Merge on an XCOM soldier reduces damage by Will/50.&lt;br /&gt;
## One for All active reduces damage to MEC by 1.&lt;br /&gt;
## Each Ethereal still alive in the final Temple Ship room reduces damage to Uber Ethereal by 15.&lt;br /&gt;
# All percentage DR is applied (multiplicatively):&lt;br /&gt;
## Combat Stims active multiplies damage by 0.6 if soldier is in cover and not flanked.&lt;br /&gt;
## Impact Vest and chryssalids multiply melee and Kinetic Strike damage by 0.6.&lt;br /&gt;
## Mechtoid with psi shield multiplies damage by 0.5&lt;br /&gt;
## Shock-Absorbent Armor multiplies damage by 0.667 if source is within 4 tiles.&lt;br /&gt;
## Absorption Fields multiplies any damage beyond 2 points by 0.6 (ex: 12 damage -&amp;gt; 2 + 0.6 * 10 = 8 damage).&lt;br /&gt;
# Acid negates the higher of 50% or 3 points of the above DR.&lt;br /&gt;
# Flat DR from cover is applied if unit is not flanked, and weapon is not an AP Grenade:&lt;br /&gt;
## Low Cover reduces damage by 0.667, Full Cover reduces damage by 1.0.&lt;br /&gt;
## Hunkering down reduces damage by a further 0.667 or 1.0.&lt;br /&gt;
## Will to Survive reduces damage by 1.5.&lt;br /&gt;
## Fortiores Una reduces damage by a further 0.667 or 1.0.&lt;br /&gt;
# Effects that negate DR (except acid) are applied:&lt;br /&gt;
## Combined Arms increases damage by 1.0.&lt;br /&gt;
## Armor-piercing ammo increases damage by 2.0.&lt;br /&gt;
## Gauss weapons increase damage by 0.33, or 1.0 with Quenchguns researched.&lt;br /&gt;
## Final damage is capped at pre-DR damage.&lt;br /&gt;
# If there is any net DR from the above steps, it is multiplied by 1.5 if damage source is a shotgun without breaching ammo.&lt;br /&gt;
&lt;br /&gt;
==f. Explosive extra RNG layer==&lt;br /&gt;
&lt;br /&gt;
 Each unit has the damage reduced based on distance from the center. Damage falls off as the square of the radius. &amp;lt;br&amp;gt;&lt;br /&gt;
 For each target hit by explosive blast roll for -1,0,1 to damage (that&#039;s why explosive damage ranges are wider than gun damage ranges they get -1 to min and +1 to max) &amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;.. explosive-specific damage effects happen before shredding is applied..&amp;quot; Amineri .&lt;br /&gt;
&lt;br /&gt;
==g. Add shredding bonus damage . ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s left after DR (if any) *0.4 if target is shredded .. &lt;br /&gt;
&lt;br /&gt;
 if(iDamage &amp;gt; 0) &lt;br /&gt;
{ &lt;br /&gt;
    iDamage += Max((iDamage * 4) / 10, 1); &lt;br /&gt;
}   &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be completely negated by high DR. But if any sliver of damage makes it past DR, shredding will always add at least 1 extra damage point.. Sapping target DR (removing cover, breaching ammo, acid debuff) can help mitigate to an extent the negative effect high DR can have on shredding effect ..&lt;br /&gt;
&lt;br /&gt;
==h. Add HeatAmmo bonus damage to robots ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max(1, (XGWeapon(kItem).GetDamageStat()) / 2);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 1/2 truncated down .. Constant value - no RNG involved .. Bypasses all DR mechanics (guard your mechs &amp;amp; SHIV) and does NOT benefit from debuffs (acid/shred) or crit roll&lt;br /&gt;
&lt;br /&gt;
Heat Ammo Bonus Damage added by weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAW 2&lt;br /&gt;
| LMG 3&lt;br /&gt;
| Autocannon 3&lt;br /&gt;
| Minigun 3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 3&lt;br /&gt;
| Gatling Laser 3&lt;br /&gt;
| SuperHeavy Laser 4&lt;br /&gt;
| Laser Lance 4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 3&lt;br /&gt;
| Gauss Machine Gun 4&lt;br /&gt;
| Sentry Gun 4&lt;br /&gt;
| Railgun 4&lt;br /&gt;
| Gauss Long Rifle 3&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 4&lt;br /&gt;
| Gatling Pulser 4&lt;br /&gt;
| Super Pulser 5&lt;br /&gt;
| Pulse Lance 5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 4&lt;br /&gt;
| Plasma Dragon 5&lt;br /&gt;
| SuperHeavy Plasma 5&lt;br /&gt;
| Particle cannon 5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Heat Warheads bonus damage vs robots&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| HE 2&lt;br /&gt;
| AP 2&lt;br /&gt;
| Alien Grenade 2&lt;br /&gt;
| Rocket Launcher 3&lt;br /&gt;
| Recoiless Rifle 4&lt;br /&gt;
| Blaster Launcher 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strategic advice:&lt;br /&gt;
Since it ignores so many of the regular weapon damage process - sometimes it makes sense to apply the bonus heat ammo damage using abilities that are easy to hit with but don&#039;t do otherwise do much damage ... Flush, Suppression/Mayhem and Collateral Damage all make great methods of delivery ..&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>DDADDA</name></author>
	</entry>
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