<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Peddroelm</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Peddroelm"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Peddroelm"/>
	<updated>2026-05-01T10:52:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Damage_(Long_War)&amp;diff=69503</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=69503"/>
		<updated>2015-12-02T12:52:59Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* Overhaul */&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;br /&gt;
&lt;br /&gt;
== Overhaul ==&lt;br /&gt;
&lt;br /&gt;
Did an exhaustive edit of the entire page; adding, removing, expanding and reformatting.  Improved grammar and spelling, modified the overall page aesthetic, spruced up the wikitables with headers, added lists of relevant items for people interested in damage calculations, removed speculation and &amp;quot;advice&amp;quot; (this isn&#039;t a guide or tutorial), removed quotes by Amineri (no other page has them or even provides sources; if you want to do sources do it like a real wiki).  If you think I changed something for the worse, let me know. --[[User:DjinnFor|DjinnFor]] ([[User talk:DjinnFor|talk]]) 02:35, 3 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
@[[User:Demes|Demes]] I have reverted your changes to the OW dashing multiplier and Combat Stims pursuant to information in these reddit LW threads [https://www.reddit.com/r/Xcom/comments/2mio9i/lw_overwatch_mechanics/] [https://www.reddit.com/r/Xcom/comments/35so0y/lwhow_overwatch_works/] [https://www.reddit.com/r/Xcom/comments/30hzxt/combat_stims_perk/].  I initially gave you the benefit of the doubt as me misremembering things, but it was bothering me and I decided to follow up on them with some research.  It could be that those threads are out of date (or the individuals in question were misinformed at the time of posting) and you know something I don&#039;t, in which case I&#039;d be perfectly fine with the edit being reinstated, but for the time being and in lieu of further clarification from you I&#039;ve switched them back. [[User:DjinnFor|DjinnFor]] ([[User talk:DjinnFor|talk]]) 08:14, 13 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
: @[[User:DjinnFor|DjinnFor]] The information I changed was based on mostly personal experience and some research. My understanding of the OW dashing multiplier is based on both the DefaultGameCore.ini file and personal experience. If you look at the .ini, under &amp;quot;tactical constants&amp;quot; on line ~1210 and onwards, There&#039;s two variables relating to OW. These are &amp;quot;REACTION_PENALTY=0.7f					; Reaction fire % of normal of hit chance.&amp;quot; and &amp;quot;DASHING_REACTION_MODIFIER=0.5f			; Reaction fire % of normal hit chance against a dashing unit.&amp;quot; From my experience, neither of these applies if the shooter has Opportunist. The Combat Stim mechanic, that one I think I noticed while playing, however it was just a quick observation (Adrenaline Surge seemed to have disappeared, when I healed myself to full), I didn&#039;t do any thorough testing. Would probably be for the best to test how it works ingame, shouldnt take long with the help of dev console. The damage reduction part (applies always), which you reverted too, I&#039;m much more certain about, would make sense according to the wording on the wiki equpment page (note the oxford comma) and also isn&#039;t addressed in the sources you listed (I didn&#039;t notice it at least). However its always good to test it ingame, if you can. Because the exact mechanics are somewhat complex, not really explained anywhere or very clear at all, there is a lot of misinformation in Reddit, Twitch, and sometimes even here, although to a much lesser extent.&lt;br /&gt;
&lt;br /&gt;
: I usually keep up with what&#039;s going on here but I&#039;ve been a bit busy playing Fallout 4 the past few days. Generally I think I have a fairly accurate understanding of the mechanics of XCOM LW, but I&#039;ve wrong before, at least once.&lt;br /&gt;
:I like the rework you did to the page, looks much better now. I didn&#039;t check everything on the page so there&#039;s probably still something that on my opinion works differently, for example if we believe the dgc.ini, the gauss tech DR reduction is 0.34, not 0.33 (&amp;quot;COUNCIL_FUNDING_MULTIPLIER_EASY=0.34f	; All Gauss-tech weapons nullify this much Damage Reduction&amp;quot;), although a difference of 0.01 DR is completely irrelevant in almost any situation. --[[User:Demes|Demes]] ([[User talk:Demes|talk]]) 18:52, 13 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
: A couple things that I think are wrong:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Disoriented (as from e.g. Flashbang) [Effect] : -50 for 2 turns&#039;&#039;&#039;   I believe Flashbangs only last 1.5 turns (The turn you throw it, the alien turn, your turn). Smoke grenades do last full 2 turns.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Acid-covered (as from e.g. Chem Grenade) [Effect]: -20 for 3 turns&#039;&#039;&#039;  Acid duration is not fixed, its something like 2-4 or 2-5 turns. Equipment page says its 2-4 turns so I would probably go with that but I wouldn&#039;t bet my first-born on that.&lt;br /&gt;
&lt;br /&gt;
: And a couple things that may be wrong:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Flat Cover DR is applied, if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket&#039;&#039;&#039;          I&#039;m not sure if Shredder Rockets actually ignore cover DR, even though the targeting is similar to an AP grenade. Should probably be tested&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Sapper [Perk]: +1 for HE &amp;amp; AP, and +2 for Alien Grenades&#039;&#039;&#039; Sapper gives +2 to alien nades? This is new information to me, but I&#039;ll believe if this really is the case.&lt;br /&gt;
: --[[User:Demes|Demes]] ([[User talk:Demes|talk]]) 19:21, 13 November 2015 (EST)&lt;br /&gt;
:: Hey, thanks for the reply.  Some of the information on the page is a holdover from the previous version that I just kept in, in lieu of better information.  Feel free to C/D and change them at your leisure, someone will probably come around and change them back if they think they know better.&lt;br /&gt;
::* Turns out 0.7*0.7 = 0.49; we may be both right if that rounds to the nearest tenth.  The devs may have intended for it to be two 0.7 multipliers, and explained this somewhere on nexusmods or reddit (leading to the kinds of posts I mentioned), but implemented it as combined 0.5 modifier.  I&#039;ll switch it back.&lt;br /&gt;
::* If you get around to confirming the mechanics of Adrenaline Surge when healing back to full hp, let me know; otherwise I&#039;ll post here when I do it.&lt;br /&gt;
::* I&#039;m not 100% sure what you mean when you say &amp;quot;The damage reduction part (applies always), which you reverted too, I&#039;m much more certain about&amp;quot;. I checked, and I don&#039;t think I reverted anything regarding Combat Stims DR.  You may have planned to change something but forgot to.  If you&#039;re saying the DR from the Combat Stims effect applies regardless of being in cover, that was info from the previous page that I left in.&lt;br /&gt;
::* Gauss DR was an oversight on my part.&lt;br /&gt;
::* I have operated under the assumption that Flashbangs last 2 turns for a while; perhaps they don&#039;t, but since I play with perfect information on I think I&#039;d remember an instance where that was not the case.&lt;br /&gt;
::* Acid was an eyeball guesstimate, I&#039;ll switch it over to 2-4.&lt;br /&gt;
::* Shredder Rockets ignoring cover and Sapper giving +2 for Alien Grenades were both on the original page. I left them in unchanged.&lt;br /&gt;
:: Thanks for the chat. [[User:DjinnFor|DjinnFor]] ([[User talk:DjinnFor|talk]]) 08:43, 15 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
nice job [[User:peddroelm|peddroelm]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Damage_(Long_War)&amp;diff=69502</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=69502"/>
		<updated>2015-12-02T12:52:12Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* Overhaul */&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;br /&gt;
&lt;br /&gt;
== Overhaul ==&lt;br /&gt;
&lt;br /&gt;
Did an exhaustive edit of the entire page; adding, removing, expanding and reformatting.  Improved grammar and spelling, modified the overall page aesthetic, spruced up the wikitables with headers, added lists of relevant items for people interested in damage calculations, removed speculation and &amp;quot;advice&amp;quot; (this isn&#039;t a guide or tutorial), removed quotes by Amineri (no other page has them or even provides sources; if you want to do sources do it like a real wiki).  If you think I changed something for the worse, let me know. --[[User:DjinnFor|DjinnFor]] ([[User talk:DjinnFor|talk]]) 02:35, 3 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
@[[User:Demes|Demes]] I have reverted your changes to the OW dashing multiplier and Combat Stims pursuant to information in these reddit LW threads [https://www.reddit.com/r/Xcom/comments/2mio9i/lw_overwatch_mechanics/] [https://www.reddit.com/r/Xcom/comments/35so0y/lwhow_overwatch_works/] [https://www.reddit.com/r/Xcom/comments/30hzxt/combat_stims_perk/].  I initially gave you the benefit of the doubt as me misremembering things, but it was bothering me and I decided to follow up on them with some research.  It could be that those threads are out of date (or the individuals in question were misinformed at the time of posting) and you know something I don&#039;t, in which case I&#039;d be perfectly fine with the edit being reinstated, but for the time being and in lieu of further clarification from you I&#039;ve switched them back. [[User:DjinnFor|DjinnFor]] ([[User talk:DjinnFor|talk]]) 08:14, 13 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
: @[[User:DjinnFor|DjinnFor]] The information I changed was based on mostly personal experience and some research. My understanding of the OW dashing multiplier is based on both the DefaultGameCore.ini file and personal experience. If you look at the .ini, under &amp;quot;tactical constants&amp;quot; on line ~1210 and onwards, There&#039;s two variables relating to OW. These are &amp;quot;REACTION_PENALTY=0.7f					; Reaction fire % of normal of hit chance.&amp;quot; and &amp;quot;DASHING_REACTION_MODIFIER=0.5f			; Reaction fire % of normal hit chance against a dashing unit.&amp;quot; From my experience, neither of these applies if the shooter has Opportunist. The Combat Stim mechanic, that one I think I noticed while playing, however it was just a quick observation (Adrenaline Surge seemed to have disappeared, when I healed myself to full), I didn&#039;t do any thorough testing. Would probably be for the best to test how it works ingame, shouldnt take long with the help of dev console. The damage reduction part (applies always), which you reverted too, I&#039;m much more certain about, would make sense according to the wording on the wiki equpment page (note the oxford comma) and also isn&#039;t addressed in the sources you listed (I didn&#039;t notice it at least). However its always good to test it ingame, if you can. Because the exact mechanics are somewhat complex, not really explained anywhere or very clear at all, there is a lot of misinformation in Reddit, Twitch, and sometimes even here, although to a much lesser extent.&lt;br /&gt;
&lt;br /&gt;
: I usually keep up with what&#039;s going on here but I&#039;ve been a bit busy playing Fallout 4 the past few days. Generally I think I have a fairly accurate understanding of the mechanics of XCOM LW, but I&#039;ve wrong before, at least once.&lt;br /&gt;
:I like the rework you did to the page, looks much better now. I didn&#039;t check everything on the page so there&#039;s probably still something that on my opinion works differently, for example if we believe the dgc.ini, the gauss tech DR reduction is 0.34, not 0.33 (&amp;quot;COUNCIL_FUNDING_MULTIPLIER_EASY=0.34f	; All Gauss-tech weapons nullify this much Damage Reduction&amp;quot;), although a difference of 0.01 DR is completely irrelevant in almost any situation. --[[User:Demes|Demes]] ([[User talk:Demes|talk]]) 18:52, 13 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
: A couple things that I think are wrong:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Disoriented (as from e.g. Flashbang) [Effect] : -50 for 2 turns&#039;&#039;&#039;   I believe Flashbangs only last 1.5 turns (The turn you throw it, the alien turn, your turn). Smoke grenades do last full 2 turns.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Acid-covered (as from e.g. Chem Grenade) [Effect]: -20 for 3 turns&#039;&#039;&#039;  Acid duration is not fixed, its something like 2-4 or 2-5 turns. Equipment page says its 2-4 turns so I would probably go with that but I wouldn&#039;t bet my first-born on that.&lt;br /&gt;
&lt;br /&gt;
: And a couple things that may be wrong:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Flat Cover DR is applied, if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket&#039;&#039;&#039;          I&#039;m not sure if Shredder Rockets actually ignore cover DR, even though the targeting is similar to an AP grenade. Should probably be tested&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Sapper [Perk]: +1 for HE &amp;amp; AP, and +2 for Alien Grenades&#039;&#039;&#039; Sapper gives +2 to alien nades? This is new information to me, but I&#039;ll believe if this really is the case.&lt;br /&gt;
: --[[User:Demes|Demes]] ([[User talk:Demes|talk]]) 19:21, 13 November 2015 (EST)&lt;br /&gt;
:: Hey, thanks for the reply.  Some of the information on the page is a holdover from the previous version that I just kept in, in lieu of better information.  Feel free to C/D and change them at your leisure, someone will probably come around and change them back if they think they know better.&lt;br /&gt;
::* Turns out 0.7*0.7 = 0.49; we may be both right if that rounds to the nearest tenth.  The devs may have intended for it to be two 0.7 multipliers, and explained this somewhere on nexusmods or reddit (leading to the kinds of posts I mentioned), but implemented it as combined 0.5 modifier.  I&#039;ll switch it back.&lt;br /&gt;
::* If you get around to confirming the mechanics of Adrenaline Surge when healing back to full hp, let me know; otherwise I&#039;ll post here when I do it.&lt;br /&gt;
::* I&#039;m not 100% sure what you mean when you say &amp;quot;The damage reduction part (applies always), which you reverted too, I&#039;m much more certain about&amp;quot;. I checked, and I don&#039;t think I reverted anything regarding Combat Stims DR.  You may have planned to change something but forgot to.  If you&#039;re saying the DR from the Combat Stims effect applies regardless of being in cover, that was info from the previous page that I left in.&lt;br /&gt;
::* Gauss DR was an oversight on my part.&lt;br /&gt;
::* I have operated under the assumption that Flashbangs last 2 turns for a while; perhaps they don&#039;t, but since I play with perfect information on I think I&#039;d remember an instance where that was not the case.&lt;br /&gt;
::* Acid was an eyeball guesstimate, I&#039;ll switch it over to 2-4.&lt;br /&gt;
::* Shredder Rockets ignoring cover and Sapper giving +2 for Alien Grenades were both on the original page. I left them in unchanged.&lt;br /&gt;
:: Thanks for the chat. [[User:DjinnFor|DjinnFor]] ([[User talk:DjinnFor|talk]]) 08:43, 15 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
nice job&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=69500</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=69500"/>
		<updated>2015-12-02T11:31:48Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* Sources of Critical Chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Terms ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Weapon Damage&#039;&#039;&#039; (BWD): This is each weapon damage stat configurable in DefaultGameCore.ini file. The weapon ranges shown in game in barracks are computed from this stat based on the randomization process, with an algorithm designed by Amineri for long war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modified Weapon Damage&#039;&#039;&#039; (MWD): This is the median damage after most modifiers, on which the randomization process (+/- 25%) is applied.  Increases to MWD, such as Ranger and Vital Point Targeting, increase the overall damage range.&lt;br /&gt;
&lt;br /&gt;
== Weapon Damage Calculation ==&lt;br /&gt;
&lt;br /&gt;
Steps for calculating damage:&lt;br /&gt;
&lt;br /&gt;
# Roll for hit chance and crit chance&lt;br /&gt;
# Apply multiplicative penalty to BWD due to skills&lt;br /&gt;
# Compute Modified Weapon Damage (MWD) by adding all bonus damage from equipped items and relevant perks&lt;br /&gt;
#* Add bonus critical damage if a critical hit is rolled&lt;br /&gt;
# Damage randomization: roll for damage value between roughly 75% to 125% of MWD&lt;br /&gt;
#* Roll between roughly 125% to 175% of MWD if a critical hit&lt;br /&gt;
# Apply further randomization and range fall off for Explosives&lt;br /&gt;
# Subtract target DR&lt;br /&gt;
# Add any extra bonus damage from certain perks&lt;br /&gt;
&lt;br /&gt;
== Accuracy and Critical Chance ==&lt;br /&gt;
&lt;br /&gt;
All sources of defense on the target are subtracted from all sources of aim on the shooter to produce a percentage hit chance equal to the net result out of 100.  The breakdown can be viewed by using F1 while targeting an enemy, which displays the hit chance of a particular attack. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical chance is likewise computed by adding up all sources of critical chance and subtracting any critical chance penalties.  The [[Abilities_List_(Long_War)#Resilience|Resilience]] perk reduces critical chance to zero.  Reaction fire can&#039;t critically hit without the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk or if the target is wearing the [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overwatch fire receives unique multiplicative penalties.  These are applied after normal hit chance is calculated. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additive Sources of Aim===&lt;br /&gt;
&lt;br /&gt;
Permanent Sources: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Aim of Shooter: ~65 (for average rookies)&lt;br /&gt;
* All [[Weapons (Long War)#Laser|Laser]]-tech Weapons: +6&lt;br /&gt;
* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +6&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#SHIV_weapons|Superheavy Plasma]] [SHIV Weapon]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6&lt;br /&gt;
* [[Equipment_(Long_War)#SHIV_modules|Smart-shell Pod]] [SHIV Equipment]: +4&lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Holo-targeter]] [MEC Equipment]: +4 &lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Drum Mags]] [Small Item]: -4&lt;br /&gt;
* [[Foundry_(Long_War)#Pistol_Upgrades|Rail Pistols]] [Foundry project]: +8 for sidearms only&lt;br /&gt;
* [[Abilities_List_(Long_War)#Band of Warriors|Band of Warriors]] [Officer Perk]: +2 per continent bonus XCOM has earned&lt;br /&gt;
* [[Abilities_List_(Long_War)#So Others May Live|So Others May Live]] [Officer Perk]: +1 per mission survived with zero casualties (up to +8)&lt;br /&gt;
&lt;br /&gt;
Conditional Sources: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Height Advantage (for being at a higher elevation than the target): +20&lt;br /&gt;
* Range Advantage (for being close to the target): +?&lt;br /&gt;
* Range Penalty (for being too close with a long-range weapon): -?&lt;br /&gt;
* [[Abilities_List_(Long_War)#Flush|Flush]] [Weapon Skill]: +30 for the Flush shot&lt;br /&gt;
* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]] [Weapon Skill]: -10 for the Disabling Shot&lt;br /&gt;
* [[Abilities_List_(Long_War)#Rapid_Fire|Rapid Fire]] [Weapon Skill]: -15 for both attacks&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Deadeye|Deadeye]] [Perk]: +15 against flying enemies&lt;br /&gt;
* [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit&lt;br /&gt;
* [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]]: +10 before taking any costly (blue) actions&lt;br /&gt;
* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10 against targets in full cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Snapshot|Snapshot]] [Perk]: -10 after taking a costly action&lt;br /&gt;
* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Hyper-reactive Pupils|Hyper-reactive Pupils]] [Gene Mod]: +10 on any shot after a miss&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 until the end of the mission after taking damage&lt;br /&gt;
&lt;br /&gt;
Temporary Sources: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Holo-targeting|Holo-targeting]] [Perk]: +10 against target until start of next turn&lt;br /&gt;
* Suppressed (as from [[Abilities_List_(Long_War)#Suppression|Suppression]] [Effect]: -30 for one turn or until the suppression ends&lt;br /&gt;
* Disoriented (as from e.g. [[Equipment (Long_War)#Support grenades|Flashbang]]) [Effect] : -50 for 2 turns&lt;br /&gt;
* Acid-covered (as from e.g. [[Equipment (Long_War)#Support grenades|Chem Grenade]]) [Effect]: -20 for 2-4 turns&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mindfray|Mindfray]] [Psionic Skill]: -25 for 3 turns&lt;br /&gt;
&lt;br /&gt;
===Additive Sources of Defense===&lt;br /&gt;
&lt;br /&gt;
Permanent Sources:&lt;br /&gt;
&lt;br /&gt;
* Defense of Target: ~0 (for average rookies)&lt;br /&gt;
* [[Primary Weapons (Long War)#Carbines|Plasma Carbine]] (Weapon): +6&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]] [Small Item]: +4&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: -6&lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8&lt;br /&gt;
* [[Abilities_List_(Long_War)#Espirit de Corps|Espirit de Corps]] [Officer Perk]: +5&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Half Cover: +30 (+60 hunkered)&lt;br /&gt;
* Full Cover: +45 (+90 hunkered)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Tactical_Sense|Tactical Sense]] [Perk]: +5 per enemy in view, up to +20&lt;br /&gt;
* [[Abilities_List_(Long_War)#Automated_Threat_Assessment|Automated Threat Assessment]] [Perk]: +15 while on overwatch, before the first overwatch shot&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Semper_Vigilans|Semper Vigilans]] [Officer Perk]: +5 while in cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Distortion_Field|Distortion Field]] [Psionic Ability]: +10 to allies in cover within 4 tiles&lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Smoke_Grenade|Smoke Grenade]]: +20 (smoke lasts for 2 turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Dense_Smoke|Dense Smoke]]: +40, instead of +20 (smoke lasts for 2 turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Telekinetic_Field|Telekinetic Field]] [Psionic Ability]: +40 for 1 turn&lt;br /&gt;
&lt;br /&gt;
===Sources of Critical Chance===&lt;br /&gt;
&lt;br /&gt;
Permanent Sources:&lt;br /&gt;
&lt;br /&gt;
* All [[Weapons (Long War)#Pulse|Pulse-tech]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +4&lt;br /&gt;
* All [[Primary Weapons (Long War)#Assault_Rifles|Assault Rifles]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Battle_Rifles|Battle Rifles]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Shotguns|Shotguns]]: +16&lt;br /&gt;
* All [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]]: +12&lt;br /&gt;
* All [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]]: +20&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6&lt;br /&gt;
* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Flanked or Exposed Target: +50&lt;br /&gt;
* Hardened [Perk] Target: -60 (-30 when shot by the [[Primary Weapons (Long War)#Sniper_Rifles|Gauss Long Rifle]])&lt;br /&gt;
* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Skill]: +30 for the Precision Shot attack&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 after taking damage&lt;br /&gt;
* [[Abilities_List_(Long_War)#Aggression|Aggression]] [Perk]: +10 per enemy in sight, up to +30%&lt;br /&gt;
* [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit&lt;br /&gt;
* [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]] [Perk]: +10 before taking any costly (blue) actions&lt;br /&gt;
* [[Abilities_List_(Long_War)#Squadsight|Squadsight]] [Perk]: -20 to targets past visual range&lt;br /&gt;
* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation&lt;br /&gt;
* Reaper Rounds: +16 for beam/pulse weapons &lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Combat_Drugs|Combat Drugs]]: +20 (smoke lasts for 2 turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#In_The_Zone|In The Zone]] [Perk]: -10 for each successive In The Zone kill during your turn&lt;br /&gt;
&lt;br /&gt;
===Overwatch Penalties===&lt;br /&gt;
&lt;br /&gt;
Overwatch fire (not including Suppression) has multiplicative penalties applied to it after normal hit is calculated.  All penalties stack multiplicatively with each other.&lt;br /&gt;
&lt;br /&gt;
* Base Reaction Fire penalty: x0.7, or x0.5 if the target is dashing (removed if the shooter has the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lightning_Reflexes|Lightning Reflexes]]: x0.1 for the first shot, and x0.3 for each subsequent shot.&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]]: x0.5&lt;br /&gt;
&lt;br /&gt;
== Multiplicative Damage Penalties ==&lt;br /&gt;
&lt;br /&gt;
Multiplicative penalties to base damage from special skills are applied here.  Because the damage is rounded down to the nearest integer, increasing weapon tech levels to an odd BWD will not increase the damage of special skills.  Note that sources of extra damage are not reduced by these special skills, as they apply only to base damage.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Flush|Flush]]: Damage is reduced to 50% of BWD.&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Rockets]]: Damage is reduced to 60% of BWD.&lt;br /&gt;
* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]]: Damage is set to 1.&lt;br /&gt;
&lt;br /&gt;
== Computing Modified Weapon Damage (MWD) ==&lt;br /&gt;
&lt;br /&gt;
MWD is the sum of BWD and all the flat bonuses to weapon damage from equipped items and relevant perks.  If a critical hit was previously rolled, all sources of critical hit damage are added as well, and the average damage is increased by ~50% in the randomization step. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mayhem Suppression always has an MWD of exactly 2 regardless of other additive modifiers, and no randomization is applied to it.&lt;br /&gt;
&lt;br /&gt;
===Sources of MWD===&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Ranger|Ranger]] [Perk]: +1 to all [[Primary Weapons (Long War)|Primary Weapons]] and [[Secondary_Weapons_(Long_War)|Secondary Weapons]]&lt;br /&gt;
* [[Abilities_List_(Long_War)#Vital-Point Targeting|Vital-Point Targeting]] [Perk]: +2 to [[Primary Weapons (Long War)|Primary Weapons]] &amp;amp; the [[Secondary_Weapons_(Long_War)#MEC_secondary_weapons|Kinetic Strike Module]], and +1 to [[Secondary_Weapons_(Long_War)#Soldier_sidearms|Sidearms]], vs. EXALT, Zombies, Outsiders and autopsied aliens&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mayhem|Mayhem]] [Perk]: +4 for [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]] and [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]] (Does not apply to Disabling Shot), +2 for all Explosives, +2 for [[Primary Weapons (Long War)#SAWs|SAWs]] and [[Primary Weapons (Long War)#LMGs|LMGs]], +1 for [[Abilities_List_(Long_War)#Flush|Flush]] attacks.&lt;br /&gt;
* [[Abilities_List_(Long_War)#In_The_Zone|In the Zone]] [Perk]: -1 for each successive In The Zone kill during your turn&lt;br /&gt;
* [[Abilities_List_(Long_War)#Sapper|Sapper]] [Perk]: +1 for HE &amp;amp; AP, and +2 for Alien [[Equipment (Long_War)#Explosives|Grenades]]&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Alloy-Jacketed Rounds]] [Small Item]: +1 to [[Weapons (Long War)#Ballistic|Ballistic]] and [[Weapons (Long War)#Gauss|Gauss]] weapons&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Enhanced Beam Optics]] [Small item]: +1 to [[Weapons (Long War)#Laser|Laser]] and [[Weapons (Long War)#Pulse|Pulse]] weapons&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Plasma Stellerator]] [Small Item]: +1 to [[Weapons (Long War)#Plasma|Plasma]] weapons&lt;br /&gt;
* [[Foundry_(Long_War)#Pistol_Upgrades|Reflex Pistols]] [Foundry Project]: +1 for all [[Secondary_Weapons_(Long_War)#Soldier_sidearms|Sidearms]]&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Enhanced Plasma]] [Foundry Project]: +1 for all [[Weapons (Long War)#Plasma|Plasma]] weapons&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Alien Grenades]] [Foundry Project]: +2 for [[Equipment (Long_War)#Explosives|AP Grenades]]&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Battle_Rifles|Heavy Plasma Rifle]] [Weapon]: +1 when steadied&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#LMGs|Plasma Dragon]] [Weapon]: +1 to flying targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#MEC_Weapons|Particle Canon]] [MEC Weapon]: +1 to robotic targets&lt;br /&gt;
&lt;br /&gt;
===MWD Critical Hit Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Note: the game adds all sources of critical damage before the ~50% critical hit bonus in the randomization step, but all in-game descriptions of bonus critical damage include the ~50% bonus, so in-game descriptions will be ~50% higher than mentioned here, but the net effect is the same in most cases. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small Item]: +1&lt;br /&gt;
* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Skill]: +2 for Ballistic, Laser, and Gauss; +3 for Pulse; +4 for Plasma (for [[Primary_Weapons_(Long_War)#Sniper_Rifles|Sniper Rifles]] only)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Bring_Em_On|Bring Em On]] [Perk]: +1 damage for 1-2 visible enemies; +2 damage for 3-4 visible enemies; +3 damage for 5-6 visible enemies; +4 damage for 7 or more visible enemies&lt;br /&gt;
* [[Abilities_List_(Long_War)#Killer_Instinct|Killer Instinct]] [Perk]: +33.4% of BWD, rounded up; ranges from +2 to +4 depending on weapon and tech level, see the chart&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Assault_Rifles|Plasma Rifle]] [Weappn]: +1 to Biological targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Shotguns|Reflex Canon]] [Weapon]: +1 at point-blank (one tile) range&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Marksman_Rifles|Reflex Rifle]] [Weapon]: +1 to flanked or exposed targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Sniper_Rifles|Plasma Sniper Rifle]] [Weapon]: +1 to targets beyond 35 range (~23 tiles)&lt;br /&gt;
&lt;br /&gt;
== Damage Randomization==&lt;br /&gt;
&lt;br /&gt;
The purpose of the randomisation is to pick a integer value between roughly MWD*0.75 and MWD*1.25 with an average of MWD*1.0. For critical hits, the same length interval is used, except shifted to an average of MWD*1.5.  Damage Roulette change the range: 0.5*MWD to 1.5*MWD, with the average damage of critical hits increased to MWD*2.0. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The randomization works in integer values only.  A die of size 2*MWD+2 is rolled, where each integer point of final damage is assigned four possible results on that die (except for the highest and lowest values which may be assigned less).  The weighted average of all possible results equals MWD.  For a better understanding, reference the charts, below.&lt;br /&gt;
&lt;br /&gt;
=== MWD Randomization Table: Regular Hit ===&lt;br /&gt;
&lt;br /&gt;
[[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Row values are possible randomisation results for that particular MWD based on the 2*MWD+2 system.  The rightmost column has weapon&#039;s damage range (min,max) for that MWD.  The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row).&lt;br /&gt;
&lt;br /&gt;
=== MWD Randomization Table: Critical Hit ===&lt;br /&gt;
&lt;br /&gt;
[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Note that the average damage is shifted approximately 50% higher in most cases.&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Row values are possible randomization results for that particular MWD based on the 2*MWD+2 system.  The rightmost column has weapon&#039;s damage range (min,max) for that MWD.  The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row).&lt;br /&gt;
&lt;br /&gt;
== Extra Explosive RNG ==&lt;br /&gt;
&lt;br /&gt;
Each unit has the damage reduced based on distance from the center. Damage falls as the square of the radius, down to zero at the edge. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explosives also have extra RNG associated with them.  Each target hit is equally likely to randomly roll +1, 0, or -1 to damage, reflecting a higher damage range than regular weapons.&lt;br /&gt;
&lt;br /&gt;
== Damage Reduction ==&lt;br /&gt;
&lt;br /&gt;
Long War adds a new mechanic called Damage Reduction. When a unit takes damage, the amount is reduced by the damage reduction value. The amount blocked by damage reduction can be seen in game as a blue shield icon below the normal red damage indication text after a shot.&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;
The steps to calculating DR are as follows:&lt;br /&gt;
# Flat Inherent DR is applied&lt;br /&gt;
# Acid negates the higher of 50% or 3 points of the above DR.&lt;br /&gt;
# Percentage DR is applied (multiplicatively) to the remaining damage&lt;br /&gt;
# Flat Cover DR is applied, if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket&lt;br /&gt;
# Other effects that negate DR (except acid) are applied&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;
===Sources of DR===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat Inherent DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: cannot exceed 9.0 points of damage.&lt;br /&gt;
&lt;br /&gt;
From Armor:&lt;br /&gt;
* Alien Inherent DR: ranges from 0.0 to 9.0 depending on alien type and research level.&lt;br /&gt;
* [[Armor_(Long_War)#Soldier_armor|Titan Armor]]: 0.5&lt;br /&gt;
* [[Armor_(Long_War)#Soldier_armor|Archangel Armor]]: 0.3&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-1 Paladin]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-2 Defender]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-3 Valiant]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-4 Dauntless]]: 2.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-5 Devastator]]: 2.5&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-6 Vanguard]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-7 Vindicator]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|SHIV]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|Alloy SHIV]]: 2.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|Hover SHIV]]: 2.0&lt;br /&gt;
&lt;br /&gt;
Other Sources:&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: +1.0&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Psi Screen]] [Small Item]: +1.0&lt;br /&gt;
* [[Abilities_List_(Long_War)#Iron_Skin|Iron Skin]] [Gene Mod]: +1.0&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damage_Control|Damage Control]] [Perk]: +1.5 for 2 turns after taking damage&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mind_Merge|Mind Merge]] [Psionic Ability]: +(&amp;lt;Will of caster&amp;gt; / 50)&lt;br /&gt;
* [[Abilities_List_(Long_War)#One_For_All|One For All]] [MEC Ability]: +1.0&lt;br /&gt;
&lt;br /&gt;
Note: each Ethereal still alive in the final Temple Ship room adds 15 bonus DR to the Uber Ethereal that bypasses the normal inherent DR limitation of 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Percentage DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage in excess of inherent DR has the following stacking multipliers applied to it.  For instance, a Mectoid with Psi Shield and Shock-Absorbent Armor who is attacked from close range reduces the resulting damage to to 0.5*0.667 = 0.3335 of it&#039;s normal value, so a shot that rolled 21 damage deals 21*0.3335 = 7 damage, with 14 blocked by DR.&lt;br /&gt;
&lt;br /&gt;
* Psi Shield ([[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]] ability): x0.5&lt;br /&gt;
* [[Equipment_(Long_War)#Utility_devices|Combat Stims]]: x0.6 if user is in cover and not flanked&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chitin Plating]]/[[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalids]]: x0.6 versus melee damage&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shock-Absorbent_Armor|Shock-Absorbent Armor]]: x0.667 if source is within 4 tiles&lt;br /&gt;
* [[Abilities_List_(Long_War)#Absorption_Fields|Absorption Fields]]: x0.6 to any of the damage beyond 2 points (e.g. 12 = 2 + 10*0.6 = 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat Cover DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Applies only if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket.&lt;br /&gt;
&lt;br /&gt;
* [[Cover_(Long_War)|Low Cover]: +0.667&lt;br /&gt;
* [[Cover_(Long_War)|Full Cover]: +1.0&lt;br /&gt;
* [[Cover_(Long_War)|Hunker Down]: a further +0.667 or +1.0 depending on cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Fortiores_Una|Fortiores Una]]: a further +0.667 or +1.0 depending on cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Will_to_Survive|Will to Survive]]: 1.5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat DR Reduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DR reduction cannot exceed the targets DR; that is, any DR reduction beyond that amount is ignored.  Note that acid is in it&#039;s own separate category; reference the steps to calculating DR above.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Combined_Arms|Combined Arms]] [Perk]: -1.0&lt;br /&gt;
* [[Equipment_(Long_War)#Special_ammunition|Armor-Piercing Ammo]] [Small Item]: -2.0&lt;br /&gt;
* [[Weapons_(Long_War)#Gauss|Gauss]] Weapons: -0.34&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Quenchguns]] [Foundry Project]: -0.67, instead of -0.34 for normal [[Weapons_(Long_War)#Gauss|Gauss]] weapons&lt;br /&gt;
&lt;br /&gt;
== Bonus Damage ==&lt;br /&gt;
&lt;br /&gt;
Some sources of bonus damage are applied after all other steps, including MWD, randomization, and DR.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Ammo]]: If the target is shredded, the remaining damage after DR (if any) is multiplied by 1.4 rounded down, with a minimum increase of 1.  Shredding can be completely negated by DR, but if the resulting damage after DR is non-zero, Shredding will always add at least 1 extra point of damage.  The shredder bonus does not apply to any extra damage from the other bonus sources in this list.&lt;br /&gt;
* [[Abilities_List_(Long_War)#HEAT_Ammo|HEAT Ammo]] &amp;amp; [[Abilities_List_(Long_War)#HEAT_Warheads|HEAT Warheads]]: If the target is robotic, HEAT adds a bonus of 0.5*BWD rounded down.  Note that it adds Base Weapon Damage.  Even if the attack was reduced to zero damage through DR, HEAT will still inflict it&#039;s full damage.  Reference the charts below for a detailed breakdown on the bonus damage for each weapon type.&lt;br /&gt;
* [[Equipment_(Long_War)#Special_ammunition|Flak Ammo]]: If the target is flying, Flak Ammo adds a bonus of 0.2*BWD rounded up, or 2, whichever is higher.  This is functionally similar to HEAT ammo.  Most weapons gain a bonus of 2 from Flak Ammo; weapons with base damage of between 11 and 15 gain 3.&lt;br /&gt;
&lt;br /&gt;
== Multiplicative Damage Perk Charts==&lt;br /&gt;
&lt;br /&gt;
===HEAT Ammo===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 40%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | HEAT Ammo bonus damage, by weapon.&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| SAW&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| LMG&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| SHIV Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| MEC Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ballistic&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Gauss&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +3&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Pulse&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heat Warheads===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 15%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | HEAT Warheads bonus damage for grenades.&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 30%;&amp;quot;| Grenade&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | HE&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | AP&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Alien Grenade&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 15%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | HEAT Warheads bonus damage for rockets.&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%;&amp;quot;| Rocket&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Rocket Launcher&lt;br /&gt;
| +3&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Recoiless Rifle&lt;br /&gt;
| +4&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Blaster Launcher&lt;br /&gt;
| +6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Killer Instinct===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 40%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Bonus added to MWD on critical hits, per weapon.&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Carbines&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Assault Rifles&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Battle Rifles&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | SMGs&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Shotguns&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Pistols&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Machine Pistols&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ballistic&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +2 &lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Gauss&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Pulse&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
| +3&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that critical hits are scaled up by ~50% in the damage randomization step, so all values here will be increased by 50% for the purposes of their effect on final damage.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67883</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=67883"/>
		<updated>2015-10-04T04:09:00Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* In Detail */&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;
i. Add FlakAmmo bonus damage to fliers   &amp;lt;br&amp;gt;&lt;br /&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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 enemies =&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;
- Killer instinct 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;
# Acid negates the higher of 50% or 3 points of the above DR.&lt;br /&gt;
# 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;
# 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 0.667 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;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Another Amineri quote &amp;quot;Both the officer Combined Arms DR Reducing effect, the AP Ammo effect, and the Gauss Weapons&#039; effect are all applied before the reduced damage is clamped to zero.&lt;br /&gt;
That means that the temporary damage that is being affect can dip below zero. For example 2 (base damage) - 5 (target DR) + 2 (AP Ammo) = -1 =&amp;gt; clamped to 0.&amp;quot;&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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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;
==i. Add FlakAmmo bonus damage to targets in flight ==&lt;br /&gt;
Speculating (did not test) but from the description is appears to behave mechanically like heat ammo does vs robots (+ 0.2*BWD rounded down). I wonder how it works/stacks with heat ammo vs robot fliers.&lt;br /&gt;
&lt;br /&gt;
== Kinetic strike is considered a primary weapon ==&lt;br /&gt;
Heat ammo, Ranger and Vital point targeting are applied to kinetic strike.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67882</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=67882"/>
		<updated>2015-10-04T04:08:29Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* In Detail */&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;
i. Add FlakAmmo bonus damage to fliers   &amp;lt;br&amp;gt;&lt;br /&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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 enemies =&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;
- Killer instinct 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;
# 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;
# 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;
# 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 0.667 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;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Another Amineri quote &amp;quot;Both the officer Combined Arms DR Reducing effect, the AP Ammo effect, and the Gauss Weapons&#039; effect are all applied before the reduced damage is clamped to zero.&lt;br /&gt;
That means that the temporary damage that is being affect can dip below zero. For example 2 (base damage) - 5 (target DR) + 2 (AP Ammo) = -1 =&amp;gt; clamped to 0.&amp;quot;&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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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;
==i. Add FlakAmmo bonus damage to targets in flight ==&lt;br /&gt;
Speculating (did not test) but from the description is appears to behave mechanically like heat ammo does vs robots (+ 0.2*BWD rounded down). I wonder how it works/stacks with heat ammo vs robot fliers.&lt;br /&gt;
&lt;br /&gt;
== Kinetic strike is considered a primary weapon ==&lt;br /&gt;
Heat ammo, Ranger and Vital point targeting are applied to kinetic strike.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67871</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=67871"/>
		<updated>2015-10-01T07:08:10Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* In Detail */&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;
i. Add FlakAmmo bonus damage to fliers   &amp;lt;br&amp;gt;&lt;br /&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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 enemies =&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;
- Killer instinct 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;
# 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;
# 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;
# 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 0.667 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;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Another Amineri quote &amp;quot;Both the officer Combined Arms DR Reducing effect, the AP Ammo effect, and the Gauss Weapons&#039; effect are all applied before the reduced damage is clamped to zero.&lt;br /&gt;
That means that the temporary damage that is being affect can dip below zero. For example 2 (base damage) - 5 (target DR) + 2 (AP Ammo) = -1 =&amp;gt; clamped to 0.&amp;quot;&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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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;
==i. Add FlakAmmo bonus damage to targets in flight ==&lt;br /&gt;
Speculating (did not test) but from the description is appears to behave mechanically like heat ammo does vs robots (+ 0.2*BWD rounded down). I wonder how it works/stacks with heat ammo vs robot fliers.&lt;br /&gt;
&lt;br /&gt;
== Kinetic strike is considered a primary weapon ==&lt;br /&gt;
Heat ammo, Ranger and Vital point targeting are applied to kinetic strike.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67870</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=67870"/>
		<updated>2015-10-01T07:06:48Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* In Detail */&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;
i. Add FlakAmmo bonus damage to fliers   &amp;lt;br&amp;gt;&lt;br /&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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 enemies =&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;
- Killer instinct 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;
# Some percentage DR is (B15 still?) 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;
# 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;
# B15 nerfed SAA &amp;amp; AF&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;
# 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 0.667 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;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Another Amineri quote &amp;quot;Both the officer Combined Arms DR Reducing effect, the AP Ammo effect, and the Gauss Weapons&#039; effect are all applied before the reduced damage is clamped to zero.&lt;br /&gt;
That means that the temporary damage that is being affect can dip below zero. For example 2 (base damage) - 5 (target DR) + 2 (AP Ammo) = -1 =&amp;gt; clamped to 0.&amp;quot;&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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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;
==i. Add FlakAmmo bonus damage to targets in flight ==&lt;br /&gt;
Speculating (did not test) but from the description is appears to behave mechanically like heat ammo does vs robots (+ 0.2*BWD rounded down). I wonder how it works/stacks with heat ammo vs robot fliers.&lt;br /&gt;
&lt;br /&gt;
== Kinetic strike is considered a primary weapon ==&lt;br /&gt;
Heat ammo, Ranger and Vital point targeting are applied to kinetic strike.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67869</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=67869"/>
		<updated>2015-10-01T07:05:40Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* In Detail */&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;
i. Add FlakAmmo bonus damage to fliers   &amp;lt;br&amp;gt;&lt;br /&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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 enemies =&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;
- Killer instinct 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;
# 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;
# B15 nerfed SAA &amp;amp; AF&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;
# 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 0.667 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;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Another Amineri quote &amp;quot;Both the officer Combined Arms DR Reducing effect, the AP Ammo effect, and the Gauss Weapons&#039; effect are all applied before the reduced damage is clamped to zero.&lt;br /&gt;
That means that the temporary damage that is being affect can dip below zero. For example 2 (base damage) - 5 (target DR) + 2 (AP Ammo) = -1 =&amp;gt; clamped to 0.&amp;quot;&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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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;
==i. Add FlakAmmo bonus damage to targets in flight ==&lt;br /&gt;
Speculating (did not test) but from the description is appears to behave mechanically like heat ammo does vs robots (+ 0.2*BWD rounded down). I wonder how it works/stacks with heat ammo vs robot fliers.&lt;br /&gt;
&lt;br /&gt;
== Kinetic strike is considered a primary weapon ==&lt;br /&gt;
Heat ammo, Ranger and Vital point targeting are applied to kinetic strike.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67868</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=67868"/>
		<updated>2015-10-01T07:01:43Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* In Detail */&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;
i. Add FlakAmmo bonus damage to fliers   &amp;lt;br&amp;gt;&lt;br /&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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 enemies =&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;
- Killer instinct 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 0.667 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;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Another Amineri quote &amp;quot;Both the officer Combined Arms DR Reducing effect, the AP Ammo effect, and the Gauss Weapons&#039; effect are all applied before the reduced damage is clamped to zero.&lt;br /&gt;
That means that the temporary damage that is being affect can dip below zero. For example 2 (base damage) - 5 (target DR) + 2 (AP Ammo) = -1 =&amp;gt; clamped to 0.&amp;quot;&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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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;
==i. Add FlakAmmo bonus damage to targets in flight ==&lt;br /&gt;
Speculating (did not test) but from the description is appears to behave mechanically like heat ammo does vs robots (+ 0.2*BWD rounded down). I wonder how it works/stacks with heat ammo vs robot fliers.&lt;br /&gt;
&lt;br /&gt;
== Kinetic strike is considered a primary weapon ==&lt;br /&gt;
Heat ammo, Ranger and Vital point targeting are applied to kinetic strike.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67867</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=67867"/>
		<updated>2015-10-01T07:01:23Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* In Detail */&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;
i. Add FlakAmmo bonus damage to fliers   &amp;lt;br&amp;gt;&lt;br /&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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 enemies =&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;
- Killer instinct 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 0.667 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;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Another Amineri quote &amp;quot;Both the officer Combined Arms DR Reducing effect, the AP Ammo effect, and the Gauss Weapons&#039; effect are all applied before the reduced damage is clamped to zero.&lt;br /&gt;
That means that the temporary damage that is being affect can dip below zero. For example 2 (base damage) - 5 (target DR) + 2 (AP Ammo) = -1 =&amp;gt; clamped to 0.&amp;quot;&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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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;
==i. Add FlakAmmo bonus damage to targets in flight ==&lt;br /&gt;
Speculating (did not test) but from the description is appears to behave mechanically like heat ammo does vs robots (+ 0.2*BWD rounded down). I wonder how it works/stacks with heat ammo vs robot fliers.&lt;br /&gt;
&lt;br /&gt;
== Kinetic strike is considered a primary weapon ==&lt;br /&gt;
Heat ammo, Ranger and Vital point targeting are applied to kinetic strike.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67749</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=67749"/>
		<updated>2015-09-24T07:56:38Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* i. Flak ammo */&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;
i. Add FlakAmmo bonus damage to fliers   &amp;lt;br&amp;gt;&lt;br /&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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 enemies =&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;
- Killer instinct 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 0.667 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;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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;
==i. Add FlakAmmo bonus damage to targets in flight ==&lt;br /&gt;
Speculating (did not test) but from the description is appears to behave mechanically like heat ammo does vs robots (+ 0.2*BWD rounded down). I wonder how it works/stacks with heat ammo vs robot fliers.&lt;br /&gt;
&lt;br /&gt;
== Kinetic strike is considered a primary weapon ==&lt;br /&gt;
Heat ammo, Ranger and Vital point targeting are applied to kinetic strike.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67748</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=67748"/>
		<updated>2015-09-24T07:43:32Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* Weapon Damage Calculation */&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;
i. Add FlakAmmo bonus damage to fliers   &amp;lt;br&amp;gt;&lt;br /&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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 enemies =&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;
- Killer instinct 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 0.667 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;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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;
==i. Flak ammo ==&lt;br /&gt;
Speculating (did not test) but from the description is appears to behave mechanically like heat ammo does vs robots (+ 0.2*BWD rounded down). I wonder how it works/stacks with heat ammo vs robot fliers.&lt;br /&gt;
&lt;br /&gt;
== Kinetic strike is considered a primary weapon ==&lt;br /&gt;
Heat ammo, Ranger and Vital point targeting are applied to kinetic strike.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67747</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=67747"/>
		<updated>2015-09-24T07:43:03Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* i. Kinetic strike is as primary weapon */&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;
i. Add FlakAmmo bonus damage to flyers   &amp;lt;br&amp;gt;&lt;br /&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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 enemies =&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;
- Killer instinct 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 0.667 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;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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;
==i. Flak ammo ==&lt;br /&gt;
Speculating (did not test) but from the description is appears to behave mechanically like heat ammo does vs robots (+ 0.2*BWD rounded down). I wonder how it works/stacks with heat ammo vs robot fliers.&lt;br /&gt;
&lt;br /&gt;
== Kinetic strike is considered a primary weapon ==&lt;br /&gt;
Heat ammo, Ranger and Vital point targeting are applied to kinetic strike.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67746</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=67746"/>
		<updated>2015-09-24T07:39:03Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* Weapon Damage Calculation */&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;
i. Add FlakAmmo bonus damage to flyers   &amp;lt;br&amp;gt;&lt;br /&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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 enemies =&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;
- Killer instinct 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 0.667 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;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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;
==i. Kinetic strike is as primary weapon ==&lt;br /&gt;
Heat ammo, Ranger and Vital point targeting applied to kinetic strike.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Shredder_Ammo_(Long_War)&amp;diff=67441</id>
		<title>Template:Shredder Ammo (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Shredder_Ammo_(Long_War)&amp;diff=67441"/>
		<updated>2015-09-04T06:00:25Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVY SHREDDER.png|32px|{{{align|center}}}|Shredder Ammo]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#Shredder Ammo|Shredder Ammo]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Any unit hit takes 40% additional damage (after DR) from all sources for the current turn and the next 3 turns. Rocketeers get special purpose Shredder rockets while a Gunner&#039;s SAW or LMG is loaded with Shredder ammo. Shredder rockets are weaker than a standard rocket (60% rounded down) and cannot penetrate cover but have a larger area of effect.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Shredder_Ammo_(Long_War)&amp;diff=67440</id>
		<title>Template:Shredder Ammo (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Shredder_Ammo_(Long_War)&amp;diff=67440"/>
		<updated>2015-09-04T04:29:32Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVY SHREDDER.png|32px|{{{align|center}}}|Shredder Ammo]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#Shredder Ammo|Shredder Ammo]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Any unit hit takes 40% additional damage (after DR) from all sources for the current turn and the next 3 turns. Rocketeers get special purpose Shredder rockets while a Gunner&#039;s SAW or LMG is loaded with Shredder ammo. Shredder rockets are weaker than a standard rocket (65% rounded down) and cannot penetrate cover but have a larger area of effect.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67434</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=67434"/>
		<updated>2015-09-02T15:24:27Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* In Detail */&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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 enemies =&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;
- Killer instinct 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 0.667 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;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=67429</id>
		<title>Sniper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=67429"/>
		<updated>2015-09-02T07:28:51Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* Assassin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Sniper]]&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;
Long War &#039;&#039;&#039;Sniper&#039;&#039;&#039; is akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squadsight no longer functions with overwatch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Alloy Bipod, Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Squadsight (Long War) |text=1}} &lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}} &lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Disabling Shot (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Precision Shot (Long War)|text=1 }}  &lt;br /&gt;
|Corporal3={{Snapshot (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+2 Will.&#039;&#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={{Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Platform Stability (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={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Lock N Load (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={{In The Zone (Long War) |text=1}} &lt;br /&gt;
|MSgt2={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Double Tap (Long War) |text=1}} &lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+2 Aim.&#039;&#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;
{| 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|| 0 || 0 || 4 || 4|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 8 ||5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 12|| 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 16|| 2(3)|| 15(-19)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 20 || 2(3)||17(-22)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 24||2(3) ||19(-25)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 28|| 2(3)||21(-28)&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;
Long War Snipers are quite similar to vanilla Squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more &amp;quot;snap shot&amp;quot; skirmishing snipers (that role goes to the [[Scout (Long War)|Scout]]). With &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; still available, snipers are still some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
The three main &#039;trick&#039; shots, &#039;&#039;&#039;Precision Shot&#039;&#039;&#039; (aka: Headshot), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Snapshot&#039;&#039;&#039; are now all on the same tier of Corporal, and thus, mutually exclusive. Thus, you may find yourself desiring more snipers than other classes in your campaign, to have a number of each to go out on missions. And, if you use multiple snipers in a squad, consider if to have them be the same kind, or mix n&#039; match. For example, Disablers help out greatly for doing alien captures, Precision Shooters are for bringing down heavy alien units, and Snapshot Snipers could be played like Scouts (with more accurate/potent shots, can hit from full Squadsight range, but less defensive abilities). You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, Dis@bling, and $napshot, and putting #, @, or $ at the start of their first name).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===In the Zone Cleaner===&lt;br /&gt;
Role: Long Range Offense &lt;br /&gt;
&lt;br /&gt;
Classic In the Zone build - finish off multiple (up to 8, in theory) weakened and exposed enemies each turn, from the back line or in the air. Relies on cover destruction to expose enemies and bring their health into range of a guaranteed kill, especially as each kill with ITZ reduces the next shot&#039;s damage by 1 and critical chance by 10%. Snapshot and Lock N&#039; Load allow a string of kills followed by reloading and continuing the chain, especially useful with the Gauss Sniper Rifle&#039;s small magazine. Ranger and Vital Point Targeting give reliable damage over crit chance, which is essential in planning an ITZ chain. Snap Shot allows reloading and more firing, as well as repositioning to get more flanks.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; SnapShot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting-&amp;gt; Lock N&#039; Load -&amp;gt; In The Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Lock N&#039; Load can be used to continue an ITZ chain after the original magazine is emptied. As Lock N&#039; Load only works together with Snap Shot (you cannot shoot after taking a costly action, reloading included), the two perks go together. When using ITZ, use explosives to remove the cover of aliens. Use ITZ to clean up the exposed aliens. Flying targets also count as exposed.&lt;br /&gt;
&lt;br /&gt;
===Assassin===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
The Sniper in this role stays behind and relies on its Squad Sight. It is the classical &amp;quot;one shot - one kill&amp;quot; role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage. Can guarantee a kill against a squishy enemy every turn, or crack a seemingly invulnerable late-game mech enemy.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Precision Shot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Bring &#039;Em On -&amp;gt; Mayhem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Ranger + VPT + Mayhem provide you with +7 average damage, which should be enough to guarantee you one shot kills even without a critical. Precision Shot and Lone Wolf provide you with additional critical chance, which get boosted damage from Bring &#039;Em On. Precision Shot adds extra damage on crits. With flying armor and the Depth Perception Gene Mod, this sniper can achieve close to 100% critical chance on regular shots against exposed enemies.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Crit Monster===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
A sniper that prefers to dish out two high damage crit shots each turn, versus one extreme damage shot. Kill two squishy enemies each turn, or focus both shots on one tough enemy. Potentially highest damage output of all builds, but has to stop to reload often. Give him flying armor and Depth Perception late game to rain death down on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Precision Shot -&amp;gt; Sharpshooter -&amp;gt; Platform Stability -&amp;gt; Bring &#039;Em On -&amp;gt; Double Tap&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Skirmisher===&lt;br /&gt;
Role: Mid to Long Range Offense, with Utility in Disabling Shot&lt;br /&gt;
&lt;br /&gt;
A sniper that can play at mid or long range, and can save the squad with a clutch Disabling Shot to take a Cyberdisc or Mectoid out of commission for a turn. Low Profile and Tactical Sense allow safe use of the Marksman Rifle to get closer and in position to land a crucial shot.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Low Profile -&amp;gt; Disabling Shot -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Tactical Sense -&amp;gt; Double Tap&#039;&#039;&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67418</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=67418"/>
		<updated>2015-08-31T11:29:24Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* g. Add shredding bonus damage . */&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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;
- Killer instinct 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 0.667 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) *1.4 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;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67415</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=67415"/>
		<updated>2015-08-31T07:24:44Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* g. Add shredding bonus damage . */&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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;
- Killer instinct 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 0.667 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) *1.4 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;
&#039;&#039;&#039;&lt;br /&gt;
Shredding debuff can be completely negated by high DR&#039;&#039;&#039;. 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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67408</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=67408"/>
		<updated>2015-08-30T17:46:57Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* g. Add shredding bonus damage . */&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 weapons, rocket launchers, MEC secondary weapons and sidearms &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;
- One of the various damage-increasing plasma weapon tech specials +1 &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 +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &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;
- Killer instinct 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 0.667 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) *1.4 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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=67387</id>
		<title>Primary Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=67387"/>
		<updated>2015-08-26T08:04:01Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* LMGs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15e}}&lt;br /&gt;
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&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;
&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
Certain weapons, including SMGs, Carbines and most Rifles, can be steadied. Soldiers wielding such a weapon can perform a new action: &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt;. This action ends the soldier&#039;s turn, and grants a +20 aim bonus to the next shot, which is lost when the soldier moves or switches weapon. Basically, the &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt; action allows soldiers to perform a carefully aimed shot over two turns. When using perks that allow multiple shots, such as Double Tap and Light &#039;Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can still be steadied as the second action. Finally, the aim bonus also applies to firing rockets, reducing their scatter.&lt;br /&gt;
&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
:&#039;&#039;Main article: [[Weapons (Long War)#Weapon Tiers|Weapon Tiers]]&lt;br /&gt;
&lt;br /&gt;
Long War has 5 weapon tiers available - [[Weapons (Long War)#Conventional/Ballistic|Conventional/Ballistic]], [[Weapons (Long War)#Beam Lasers|Beam Laser]], [[Weapons (Long War)#Gauss|Gauss]], [[Weapons (Long War)#Pulse Lasers|Pulse Laser]] and [[Weapons (Long War)#Plasma|Plasma]]&lt;br /&gt;
&lt;br /&gt;
==Soldier weapon types==&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are the lightest available weapon types, granting a +3 mobility bonus, but dealing the least amount of damage and having the smallest chance to crit. Unlike Carbines, SMGs do not grant an aim bonus. Their high mobility but low damage makes them very useful for classes that rely more on their abilities than their primary weapons, such as Engineers, Medics and Rocketeers. While Assaults and Scouts could benefit from the increased mobility, they generally require a solid weapon that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SMG Long War.png|128px|link=Primary Weapons (Long War)#SMGs|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|SMG]]&#039;&#039;&#039;||All soldiers||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Laser Shatterray]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Laser Shatterray]]&#039;&#039;&#039;||All soldiers||+3||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&#039;&#039;&#039;||All soldiers||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Pulse Stengun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Pulse Stengun]]&#039;&#039;&#039;||All soldiers||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&#039;&#039;&#039;||All soldiers||+4|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though not as small as SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Assault Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Assault Carbine]]&#039;&#039;&#039;||All soldiers||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Laser Carbine]]&#039;&#039;&#039;||All soldiers||+1|| ||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]&#039;&#039;&#039;||All soldiers||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]&#039;&#039;&#039;||All soldiers||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&amp;lt;br /&amp;gt;(270)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Plasma Carbine]]&#039;&#039;&#039;||All soldiers||+1||+6||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(10)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Assault Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&#039;&#039;&#039;||All soldiers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&#039;&#039;&#039;||All soldiers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&#039;&#039;&#039;||All soldiers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&#039;&#039;&#039;||All soldiers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Rocketeers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to biological targets||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles (or heavy rifles) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when shooting after a costly action. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1 damage when steadied||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. Shotguns incur large aim penalties when firing at longer range, but to offset that, they gain twice the aim bonus at close range, making them viable in close quarters even without flanking, and surprisingly effective against airborne targets that cannot be flanked while flying. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shotgun Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Shotgun]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Increased aim bonus at close range&amp;lt;br /&amp;gt;Target DR is 50% more effective||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||[[Secondary Weapons (Long War)#Sawed-off Shotguns|Sawed-off Shotgun]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Increased aim bonus at close range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Increased aim bonus at close range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+24||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Increased aim bonus at close range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Increased aim bonus at close range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;+1.5 crit damage at point blank range||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Rifles===&lt;br /&gt;
Arc Rifles are a special type of rifles that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. Arc Rifles have very low damage, designed to wittle down an already wounded target to increase stun chance without the risk of killing it, and have very limited ammunition. They can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Throwers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|link=Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|1-3&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-4&amp;lt;br /&amp;gt;(3.2)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||[[File:SNIPER DISABLINGSHOT.png|32px|link=Abilities List (Long War)#Normal Perks|Disabling Shot]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Disabling Shot]]||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Xenology|Xenoneurology]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Marksman Rifles===&lt;br /&gt;
Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman&#039;s Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|220&amp;lt;br /&amp;gt;(330)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to flanked targets&amp;lt;br /&amp;gt;and targets not in cover||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small penalty to mobility.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&#039;&#039;&#039;||Snipers||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||200||30||[[File:HEAVY HEAT AMMO.png|32px|link=Abilities List (Long War)#Normal Perks|HEAT Ammo]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|HEAT Ammo]]||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR&amp;lt;br /&amp;gt;Halves the Hardened perk&#039;s crit penalty||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+28||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to targets beyond 35 range||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SAW Long War.png|128px|link=Primary Weapons (Long War)#SAWs|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|SAW]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Autolaser]]&#039;&#039;&#039;||Gunners||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(8)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|230&amp;lt;br /&amp;gt;(345)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner&#039;s entire turn.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:LMG Long War.png|128px|link=Primary Weapons (Long War)#LMGs|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|LMG]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Laser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Laser]]&#039;&#039;&#039;||Gunners||-2||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|9&amp;lt;br /&amp;gt;(10)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action&amp;lt;br /&amp;gt;+1 damage to flying targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|64&amp;lt;br /&amp;gt;(96)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||[[Foundry (Long War)|Enhanced Plasma]] (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV weapon types==&lt;br /&gt;
===MEC primary weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (Long War)|MEC Troopers]]. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Minigun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Minigun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Suppression unavailable||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&#039;&#039;&#039;||MEC troopers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Suppression unavailable&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Suppression unavailable&amp;lt;br /&amp;gt;+1 damage to robotic targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(53)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (Long War)|SHIV units]]. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autocannon Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Autocannon]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&#039;&#039;&#039;||SHIV units||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&#039;&#039;&#039;||SHIV units||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=67386</id>
		<title>Primary Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=67386"/>
		<updated>2015-08-26T08:02:59Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* SAWs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15e}}&lt;br /&gt;
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&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;
&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
Certain weapons, including SMGs, Carbines and most Rifles, can be steadied. Soldiers wielding such a weapon can perform a new action: &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt;. This action ends the soldier&#039;s turn, and grants a +20 aim bonus to the next shot, which is lost when the soldier moves or switches weapon. Basically, the &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt; action allows soldiers to perform a carefully aimed shot over two turns. When using perks that allow multiple shots, such as Double Tap and Light &#039;Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can still be steadied as the second action. Finally, the aim bonus also applies to firing rockets, reducing their scatter.&lt;br /&gt;
&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
:&#039;&#039;Main article: [[Weapons (Long War)#Weapon Tiers|Weapon Tiers]]&lt;br /&gt;
&lt;br /&gt;
Long War has 5 weapon tiers available - [[Weapons (Long War)#Conventional/Ballistic|Conventional/Ballistic]], [[Weapons (Long War)#Beam Lasers|Beam Laser]], [[Weapons (Long War)#Gauss|Gauss]], [[Weapons (Long War)#Pulse Lasers|Pulse Laser]] and [[Weapons (Long War)#Plasma|Plasma]]&lt;br /&gt;
&lt;br /&gt;
==Soldier weapon types==&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are the lightest available weapon types, granting a +3 mobility bonus, but dealing the least amount of damage and having the smallest chance to crit. Unlike Carbines, SMGs do not grant an aim bonus. Their high mobility but low damage makes them very useful for classes that rely more on their abilities than their primary weapons, such as Engineers, Medics and Rocketeers. While Assaults and Scouts could benefit from the increased mobility, they generally require a solid weapon that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SMG Long War.png|128px|link=Primary Weapons (Long War)#SMGs|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|SMG]]&#039;&#039;&#039;||All soldiers||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Laser Shatterray]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Laser Shatterray]]&#039;&#039;&#039;||All soldiers||+3||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&#039;&#039;&#039;||All soldiers||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Pulse Stengun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Pulse Stengun]]&#039;&#039;&#039;||All soldiers||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&#039;&#039;&#039;||All soldiers||+4|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though not as small as SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Assault Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Assault Carbine]]&#039;&#039;&#039;||All soldiers||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Laser Carbine]]&#039;&#039;&#039;||All soldiers||+1|| ||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]&#039;&#039;&#039;||All soldiers||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]&#039;&#039;&#039;||All soldiers||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&amp;lt;br /&amp;gt;(270)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Plasma Carbine]]&#039;&#039;&#039;||All soldiers||+1||+6||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(10)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Assault Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&#039;&#039;&#039;||All soldiers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&#039;&#039;&#039;||All soldiers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&#039;&#039;&#039;||All soldiers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&#039;&#039;&#039;||All soldiers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Rocketeers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to biological targets||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles (or heavy rifles) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when shooting after a costly action. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1 damage when steadied||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. Shotguns incur large aim penalties when firing at longer range, but to offset that, they gain twice the aim bonus at close range, making them viable in close quarters even without flanking, and surprisingly effective against airborne targets that cannot be flanked while flying. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shotgun Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Shotgun]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Increased aim bonus at close range&amp;lt;br /&amp;gt;Target DR is 50% more effective||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||[[Secondary Weapons (Long War)#Sawed-off Shotguns|Sawed-off Shotgun]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Increased aim bonus at close range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Increased aim bonus at close range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+24||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Increased aim bonus at close range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Increased aim bonus at close range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;+1.5 crit damage at point blank range||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Rifles===&lt;br /&gt;
Arc Rifles are a special type of rifles that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. Arc Rifles have very low damage, designed to wittle down an already wounded target to increase stun chance without the risk of killing it, and have very limited ammunition. They can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Throwers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|link=Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|1-3&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-4&amp;lt;br /&amp;gt;(3.2)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||[[File:SNIPER DISABLINGSHOT.png|32px|link=Abilities List (Long War)#Normal Perks|Disabling Shot]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Disabling Shot]]||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Xenology|Xenoneurology]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Marksman Rifles===&lt;br /&gt;
Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman&#039;s Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|220&amp;lt;br /&amp;gt;(330)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to flanked targets&amp;lt;br /&amp;gt;and targets not in cover||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small penalty to mobility.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&#039;&#039;&#039;||Snipers||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||200||30||[[File:HEAVY HEAT AMMO.png|32px|link=Abilities List (Long War)#Normal Perks|HEAT Ammo]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|HEAT Ammo]]||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR&amp;lt;br /&amp;gt;Halves the Hardened perk&#039;s crit penalty||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+28||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to targets beyond 35 range||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SAW Long War.png|128px|link=Primary Weapons (Long War)#SAWs|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|SAW]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Autolaser]]&#039;&#039;&#039;||Gunners||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(8)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|230&amp;lt;br /&amp;gt;(345)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement - though due to the mechanics of Supression&#039;s reaction fire, the suppressed target will still benefit from the cover defense bonus as it leaves it.&lt;br /&gt;
&lt;br /&gt;
LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner&#039;s entire turn.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:LMG Long War.png|128px|link=Primary Weapons (Long War)#LMGs|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|LMG]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Laser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Laser]]&#039;&#039;&#039;||Gunners||-2||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|9&amp;lt;br /&amp;gt;(10)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action&amp;lt;br /&amp;gt;+1 damage to flying targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|64&amp;lt;br /&amp;gt;(96)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||[[Foundry (Long War)|Enhanced Plasma]] (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV weapon types==&lt;br /&gt;
===MEC primary weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (Long War)|MEC Troopers]]. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Minigun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Minigun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Suppression unavailable||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&#039;&#039;&#039;||MEC troopers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Suppression unavailable&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Suppression unavailable&amp;lt;br /&amp;gt;+1 damage to robotic targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(53)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (Long War)|SHIV units]]. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autocannon Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Autocannon]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&#039;&#039;&#039;||SHIV units||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&#039;&#039;&#039;||SHIV units||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=63782</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=63782"/>
		<updated>2015-04-01T03:46:09Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* g. Add shredding bonus damage . */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=63781</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=63781"/>
		<updated>2015-04-01T03:45:41Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* g. Add shredding bonus damage . */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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;
&amp;quot; if(iDamage &amp;gt; 0) &lt;br /&gt;
{ &lt;br /&gt;
    iDamage += Max((iDamage * 4) / 10, 1); &lt;br /&gt;
}  &amp;quot; &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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=63780</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=63780"/>
		<updated>2015-04-01T03:44:52Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* g. Add shredding bonus damage . */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; if(iDamage &amp;gt; 0) &amp;lt;br&amp;gt;&lt;br /&gt;
{ &amp;lt;br&amp;gt;&lt;br /&gt;
    iDamage += Max((iDamage * 4) / 10, 1); &amp;lt;br&amp;gt;&lt;br /&gt;
} &amp;lt;br&amp;gt; &amp;quot; &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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=63773</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=63773"/>
		<updated>2015-03-31T20:08:57Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* f. Explosive extra RNG layer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=63772</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=63772"/>
		<updated>2015-03-31T20:07:54Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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 . That&#039;s why it is possible to have explosives roll 0 damage vs shredded targets .&lt;br /&gt;
&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=63771</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=63771"/>
		<updated>2015-03-31T20:05:33Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* Weapon Damage Calculation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==f. Add shredding bonus damage . ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s left after DR (if any) *0.4 if target is shredded (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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;
==g. 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;
Amineri says it applies after DR calculations, don&#039;t know if before or after shred/heat .&lt;br /&gt;
&lt;br /&gt;
==h. Add HeatAmmo bonus damage to robots ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max(1, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=63166</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=63166"/>
		<updated>2015-03-02T14:54:58Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== INFO NOT updated from BETA 14 for BETA 15 ==&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. Apply shredder bonus to any remaining damage past target DR  &amp;lt;br&amp;gt;&lt;br /&gt;
g. Explosive damage extra RNG layer&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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==f. Add shredding bonus damage . ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s left after DR (if any) *0.4 if target is shredded (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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;
==g. 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;
Amineri says it applies after DR calculations, don&#039;t know if before or after shred/heat .&lt;br /&gt;
&lt;br /&gt;
==h. Add HeatAmmo bonus damage to robots ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max(1, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=63165</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=63165"/>
		<updated>2015-03-02T14:53:54Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weapon Damage Calculation -BETA 14 OBSOLETE- ==&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. Apply shredder bonus to any remaining damage past target DR  &amp;lt;br&amp;gt;&lt;br /&gt;
g. Explosive damage extra RNG layer&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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==f. Add shredding bonus damage . ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s left after DR (if any) *0.4 if target is shredded (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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;
==g. 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;
Amineri says it applies after DR calculations, don&#039;t know if before or after shred/heat .&lt;br /&gt;
&lt;br /&gt;
==h. Add HeatAmmo bonus damage to robots ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max(1, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62541</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=62541"/>
		<updated>2014-12-28T06:12:08Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* g. Explosive extra RNG layer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Apply shredder bonus to any remaining damage past target DR  &amp;lt;br&amp;gt;&lt;br /&gt;
g. Explosive damage extra RNG layer&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 &amp;quot;alien grenades&amp;quot; &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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==f. Add shredding bonus damage . ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s left after DR (if any) *0.4 if target is shredded (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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;
==g. 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;
Amineri says it applies after DR calculations, don&#039;t know if before or after shred/heat .&lt;br /&gt;
&lt;br /&gt;
==h. Add HeatAmmo bonus damage to robots ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max(1, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62540</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=62540"/>
		<updated>2014-12-28T05:59:28Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* g. Explosive extra RNG layer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Apply shredder bonus to any remaining damage past target DR  &amp;lt;br&amp;gt;&lt;br /&gt;
g. Explosive damage extra RNG layer&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 &amp;quot;alien grenades&amp;quot; &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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==f. Add shredding bonus damage . ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s left after DR (if any) *0.4 if target is shredded (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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;
==g. Explosive extra RNG layer==&lt;br /&gt;
&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;
Amineri says it applies after DR calculations, don&#039;t know if before or after shred/heat . Seen in one of Beagle&#039;s videos [https://www.youtube.com/watch?v=D28CcFzh7MU#t=1549 link] AP grenade after shredder does 1 damage (should be impossible if shredder always adds at least 1 damage) means explosive extra RNG applies after shredd bonus damage&lt;br /&gt;
&lt;br /&gt;
==h. Add HeatAmmo bonus damage to robots ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max(1, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62539</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=62539"/>
		<updated>2014-12-28T05:57:49Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Apply shredder bonus to any remaining damage past target DR  &amp;lt;br&amp;gt;&lt;br /&gt;
g. Explosive damage extra RNG layer&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 &amp;quot;alien grenades&amp;quot; &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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==f. Add shredding bonus damage . ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s left after DR (if any) *0.4 if target is shredded (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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;
==g. 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;
Amineri says it applies after DR calculations, don&#039;t know if before or after shred/heat . Seen in one of Beagle&#039;s videos [url=https://www.youtube.com/watch?v=D28CcFzh7MU#t=1549] link [/url] AP grenade after shredder does 1 damage (should be impossible if shredder always adds at least 1 damage) means explosive extra RNG applies after shredd bonus damage &lt;br /&gt;
&lt;br /&gt;
==h. Add HeatAmmo bonus damage to robots ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max(1, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62504</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=62504"/>
		<updated>2014-12-22T08:48:26Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* b. Not sure about this (no source) %perk modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 &amp;quot;alien grenades&amp;quot; &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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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;
Amineri says it applies after DR calculations, don&#039;t know if before or after shred/heat .&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62502</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=62502"/>
		<updated>2014-12-22T05:59:42Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* b. Not sure about this (no source) %perk modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
Collateral damage doesn&#039;t work this way - works like in vanilla - first +X bonuses added then global % nerf applied (can&#039;t really boost its damage). Think % of collateral damage in LW is ~25% ...&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 &amp;quot;alien grenades&amp;quot; &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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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;
Amineri says it applies after DR calculations, don&#039;t know if before or after shred/heat .&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62501</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=62501"/>
		<updated>2014-12-22T05:56:45Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* b. Not sure about this (no source) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;&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;&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;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Disabling shot works the same ..&amp;lt;br&amp;gt;&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;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Collateral damage doesn&#039;t work this way - works like in vanilla - first +X bonuses added then global % nerf applied (can&#039;t really boost its damage) ...&amp;lt;br&amp;gt;&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 &amp;quot;alien grenades&amp;quot; &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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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;
Amineri says it applies after DR calculations, don&#039;t know if before or after shred/heat .&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62495</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=62495"/>
		<updated>2014-12-20T20:40:33Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* c.  Modified_Weapon_Damage (MWD) is computed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..   &lt;br /&gt;
&lt;br /&gt;
Shredder rocket seems to work similar to flush .. BWD *0.6 rounded down and then +X added ..&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 &amp;quot;alien grenades&amp;quot; &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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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;
Amineri says it applies after DR calculations, don&#039;t know if before or after shred/heat .&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62485</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=62485"/>
		<updated>2014-12-20T12:32:27Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* f. Explosive extra RNG layer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..   &lt;br /&gt;
&lt;br /&gt;
Shredder rocket seems to work similar to flush .. BWD *0.6 rounded down and then +X added ..&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 &amp;quot;alien grenades&amp;quot; &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. &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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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;
Amineri says it applies after DR calculations, don&#039;t know if before or after shred/heat .&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62484</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=62484"/>
		<updated>2014-12-20T09:45:54Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..   &lt;br /&gt;
&lt;br /&gt;
Shredder rocket seems to work similar to flush .. BWD *0.6 rounded down and then +X added ..&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 &amp;quot;alien grenades&amp;quot; &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. &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 should make this much clearer &amp;lt;br&amp;gt;&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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&lt;br /&gt;
&lt;br /&gt;
==f. Explosive extra RNG layer==&lt;br /&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) and then subtract damage lost to distance from explosion center &amp;lt;br&amp;gt;  &lt;br /&gt;
Amineri says it applies after DR calculations, don&#039;t know if before or after shred/heat . &lt;br /&gt;
&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62380</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=62380"/>
		<updated>2014-12-13T14:13:08Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* c.  Modified_Weapon_Damage (MWD) is computed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
f. Run target DR gauntlet (multiple steps)  &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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..   &lt;br /&gt;
&lt;br /&gt;
Shredder rocket seems to work similar to flush .. BWD *0.6 rounded down and then +X added ..&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 &amp;quot;alien grenades&amp;quot; &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. &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 should make this much clearer &amp;lt;br&amp;gt;&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. Explosive extra RNG layer==&lt;br /&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) and then subtract damage lost to distance from explosion center &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==f. 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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62343</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=62343"/>
		<updated>2014-12-11T07:56:10Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* b. Not sure about this (no source) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
f. Run target DR gauntlet (multiple steps)  &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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..   &lt;br /&gt;
&lt;br /&gt;
Shredder rocket seems to work similar to flush .. BWD *0.6 rounded down and then +X added ..&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 &amp;quot;alien grenades&amp;quot; &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. &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 enemy =&amp;gt; +1 damage    2-3 enemies =&amp;gt; +2 damage 4-5 enemies =&amp;gt; +3 damage 6 or more enemies =&amp;gt; +4 damage  (side arms too ? works squad sight ?)&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 should make this much clearer &amp;lt;br&amp;gt;&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. Explosive extra RNG layer==&lt;br /&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) and then subtract damage lost to distance from explosion center &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==f. 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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62342</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=62342"/>
		<updated>2014-12-11T07:55:47Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* b. Not sure about this (no source) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
f. Run target DR gauntlet (multiple steps)  &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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shredder rocket seems to work flush .. BWD *0.6 rounded down and then +X added ..&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 &amp;quot;alien grenades&amp;quot; &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. &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 enemy =&amp;gt; +1 damage    2-3 enemies =&amp;gt; +2 damage 4-5 enemies =&amp;gt; +3 damage 6 or more enemies =&amp;gt; +4 damage  (side arms too ? works squad sight ?)&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 should make this much clearer &amp;lt;br&amp;gt;&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. Explosive extra RNG layer==&lt;br /&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) and then subtract damage lost to distance from explosion center &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==f. 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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62341</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=62341"/>
		<updated>2014-12-11T07:53:50Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* c.  Modified_Weapon_Damage (MWD) is computed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
f. Run target DR gauntlet (multiple steps)  &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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..&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 &amp;quot;alien grenades&amp;quot; &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. &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 enemy =&amp;gt; +1 damage    2-3 enemies =&amp;gt; +2 damage 4-5 enemies =&amp;gt; +3 damage 6 or more enemies =&amp;gt; +4 damage  (side arms too ? works squad sight ?)&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 should make this much clearer &amp;lt;br&amp;gt;&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. Explosive extra RNG layer==&lt;br /&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) and then subtract damage lost to distance from explosion center &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==f. 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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62340</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=62340"/>
		<updated>2014-12-11T07:52:57Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* c.  Modified_Weapon_Damage (MWD) is computed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
f. Run target DR gauntlet (multiple steps)  &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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..&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;
- plasma research gives +1 to all plasma weapons &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 &amp;quot;alien grenades&amp;quot; &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. &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 enemy =&amp;gt; +1 damage    2-3 enemies =&amp;gt; +2 damage 4-5 enemies =&amp;gt; +3 damage 6 or more enemies =&amp;gt; +4 damage  (side arms too ? works squad sight ?)&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 should make this much clearer &amp;lt;br&amp;gt;&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. Explosive extra RNG layer==&lt;br /&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) and then subtract damage lost to distance from explosion center &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==f. 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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62339</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=62339"/>
		<updated>2014-12-11T04:38:32Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* c.  Modified_Weapon_Damage (MWD) is computed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
f. Run target DR gauntlet (multiple steps)  &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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..&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;
- plasma research gives +1 to all plasma weapons &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 ) &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. &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 enemy =&amp;gt; +1 damage    2-3 enemies =&amp;gt; +2 damage 4-5 enemies =&amp;gt; +3 damage 6 or more enemies =&amp;gt; +4 damage  (side arms too ? works squad sight ?)&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 should make this much clearer &amp;lt;br&amp;gt;&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. Explosive extra RNG layer==&lt;br /&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) and then subtract damage lost to distance from explosion center &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==f. 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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62334</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=62334"/>
		<updated>2014-12-10T16:32:09Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* c.  Modified_Weapon_Damage (MWD) is computed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
f. Run target DR gauntlet (multiple steps)  &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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..&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;
- plasma research gives +1 to all plasma weapons &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 ) &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. &amp;lt;br&amp;gt;&lt;br /&gt;
- Precision shot adds (?) (based on weapon tech) for crits  (+2 for ballistic, laser and gauss SR ) &amp;lt;br&amp;gt;&lt;br /&gt;
- Bring&#039;em On on adds   1 enemy =&amp;gt; +1 damage    2-3 enemies =&amp;gt; +2 damage 4-5 enemies =&amp;gt; +3 damage 6 or more enemies =&amp;gt; +4 damage  (side arms too ? works squad sight ?)&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 should make this much clearer &amp;lt;br&amp;gt;&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. Explosive extra RNG layer==&lt;br /&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) and then subtract damage lost to distance from explosion center &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==f. 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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62285</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=62285"/>
		<updated>2014-12-09T12:55:50Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* In Detail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
f. Run target DR gauntlet (multiple steps)  &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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..&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;
- plasma research gives +1 to all plasma weapons &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 ) &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. &amp;lt;br&amp;gt;&lt;br /&gt;
- Precision shot adds (?) (based on weapon tech) for crits  (+2 for ballistic and laser SR ) &amp;lt;br&amp;gt;&lt;br /&gt;
- Bring&#039;em On on adds   1 enemy =&amp;gt; +1 damage    2-3 enemies =&amp;gt; +2 damage 4-5 enemies =&amp;gt; +3 damage 6 or more enemies =&amp;gt; +4 damage &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 should make this much clearer &amp;lt;br&amp;gt;&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. Explosive extra RNG layer==&lt;br /&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) and then subtract damage lost to distance from explosion center &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==f. 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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
#Shotguns suffer an extra 50% DR from anything with DR  What step ?&lt;br /&gt;
#Gauss DR ignore What step ?&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62279</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=62279"/>
		<updated>2014-12-08T16:52:36Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* c.  Modified_Weapon_Damage (MWD) is computed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
f. Run target DR gauntlet (multiple steps)  &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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..&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;
- plasma research gives +1 to all plasma weapons &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 ) &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. &amp;lt;br&amp;gt;&lt;br /&gt;
- Precision shot adds (?) (based on weapon tech) for crits  (+2 for ballistic and laser SR ) &amp;lt;br&amp;gt;&lt;br /&gt;
- Bring&#039;em On on adds   1 enemy =&amp;gt; +1 damage    2-3 enemies =&amp;gt; +2 damage 4-5 enemies =&amp;gt; +3 damage 6 or more enemies =&amp;gt; +4 damage &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 should make this much clearer &amp;lt;br&amp;gt;&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. Explosive extra RNG layer==&lt;br /&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) and then subtract damage lost to distance from explosion center &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==f. 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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=62256</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=62256"/>
		<updated>2014-12-07T05:46:25Z</updated>

		<summary type="html">&lt;p&gt;Peddroelm: /* b. Not sure about this (no source) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
f. Run target DR gauntlet (multiple steps)  &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)==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &lt;br /&gt;
Or maybe those work like KI but that would mean you could buff disabling shot/flush damage with ranger/items/vpt and I don&#039;t think that happens .. Maybe Disabling Shot just sets MWD to 1 in long war ..&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).. &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 ..&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;
- plasma research gives +1 to all plasma weapons &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;
- damage items (Alloy-Jacketed Rounds , Enhanced Beam Optics , Plasma Stellerator) add +1 to relevant weapons &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. &amp;lt;br&amp;gt;&lt;br /&gt;
- Precision shot adds (?) (based on weapon tech) for crits  (+2 for ballistic and laser SR ) &amp;lt;br&amp;gt;&lt;br /&gt;
- Bring&#039;em On on adds   1 enemy =&amp;gt; +1 damage    2-3 enemies =&amp;gt; +2 damage 4-5 enemies =&amp;gt; +3 damage 6 or more enemies =&amp;gt; +4 damage &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 should make this much clearer &amp;lt;br&amp;gt;&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. Explosive extra RNG layer==&lt;br /&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) and then subtract damage lost to distance from explosion center &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==f. 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;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
&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 (min +1 damage) .. &lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max((iDamage * 4) / 10, 1); &amp;quot; &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be almost completely negated by high DR but it should 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, (3 * XGWeapon(kItem).GetDamageStat()) / 4);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 3/4 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 3&lt;br /&gt;
| LMG 4&lt;br /&gt;
| Autocannon 5&lt;br /&gt;
| Minigun 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 4&lt;br /&gt;
| Gatling Laser 5&lt;br /&gt;
| SuperHeavy Laser 6&lt;br /&gt;
| Laser Lance 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 5&lt;br /&gt;
| Gauss Machine Gun 6&lt;br /&gt;
| Sentry Gun 6&lt;br /&gt;
| Railgun 7&lt;br /&gt;
| Gauss Long Rifle 5&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 6&lt;br /&gt;
| Gatling Pulser 6&lt;br /&gt;
| Super Pulser 7&lt;br /&gt;
| Pulse Lance 7&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 6&lt;br /&gt;
| Plasma Dragon 7&lt;br /&gt;
| SuperHeavy Plasma 8&lt;br /&gt;
| Particle cannon 8&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 3&lt;br /&gt;
| Alien Grenade 3&lt;br /&gt;
| Rocket Launcher 5&lt;br /&gt;
| Recoiless Rifle 6&lt;br /&gt;
| Blaster Launcher 9&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>Peddroelm</name></author>
	</entry>
</feed>