Sorry for the mess up guys. Check the information below for the proof that Stopping Power gives you a 40% damage increase.
I messed up the damage tables.
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I've heard that the numbers behind stopping power/juggernaut boil down to having to spend one more/less bullet on someone anyway. Because what happens to the guys health when you shoot someone with stopping power and someone else finishes him off? -
With Evil Spongebob's help, I managed to do some tests. All tests were done close up, therefore Maximum damage.
Here is by far the most interesting finding.
R700 + Stopping Power vs No Juggernaut on Lower Torso (x1.1) = 1 shot.
Where as
R700 + Stopping Power vs No Juggernaut on Leg (x1) = 2 shots.
This can't mean that Stopping Power grades on a scale.
It can't be a 70% bonus for 70 damage base, because that would make it 119, and a single shot anywhere, including the leg.
It can't be a 30% bonus for a 70 damage base, because that would make it 98 damage on the leg, and not a one shot kill.
Even a 50% bonus would mean it's a 1 shot kill. 40% is the only logical bonus.
So far all of the data in these tests points to the original idea that your guns get a 40% damage bonus. 98 damage + 10% bonus = 105 damage = 1 shot kill on the torso.
The 40% damage bonus seems to scale perfectly with the base damages of all the guns. Including the Mini Uzi.
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Here are the other interesting findings that are based on the 40% SP bonus theory, as well as the 25% Damage Reduction from Juggernaut theory:
AK-74U = 20 - 40 base damage.
AK-74U + SP vs Jug = 3 shots
(42 + 42 + 42 = 126 = 3 shots)
AK-74U no SP vs Jug = 4 shots
(30 + 30 + 30 + 30 = 120 = 4 shots)
AK-74U + SP vs No Jug = 2 shots
(56 + 56 = 112 = 2 shots)
AK-74U no SP vs No Jug = 3 shots
(40 + 40 + 40 = 120 = 3 shots)
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RPD = 40 - 40 base damage.
RPD + SP vs Jug = 3 shots
(42 + 42 + 42 = 126 = 3 shots)
RPD no SP vs Jug = 4 shots
(30 + 30 + 30 + 30 = 120 = 4 shots)
RPD + SP vs No Jug = 2 shots
(56 + 56 = 112 = 2 shots)
RPD no SP vs No Jug = 3 shots
(40 + 40 + 40 = 120 = 3 shots)
Same as the AK-74U
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Mini Uzi = 20 - 30 base damage.
Mini Uzi + SP vs Jug = 4 shots
(31.5 + 31.5 + 31.5 + 31.5 = 126 = 4 shots)
Mini Uzi no SP vs Jug = 5 shots.
(22.5 + 22.5 + 22.5 + 22.5 + 22.5 = 112.5 = 5 shots)
Mini Uzi + SP vs No Jug = 3 shots
(42 + 42 + 42 = 126 = 3 shots)
Mini Uzi no SP vs No Jug = 4 shots.
(30 + 30 + 30 + 30 = 120 = 4 shotrs)
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Now comes the hardest part of this test:
M16 = 30 - 40 base damage.
M16 + SP vs Jug = 3 shots
(42 + 42 + 42 = 106 = 3 shots)
(I'm an idiot, I can't believe I forgot Stopping Power's bonus on this one)
M16 no SP vs Jug = 4 shots
(30 + 30 + 30 + 30 = 120 = 4 shots)
M16 + SP vs No Jug = 3 shots
(56 + 56 = 112 = 2 shots)
So stopping power must scale. It can't be a 40% increase. Of course, we had to test this a couple times to see what bullet in the three bullet burst actually killed him. It was the third bullet, not the second.
M16 no SP vs No Jug = 3 shots
(40 + 40 + 40 = 120 = 3 shots)
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My conclusion is that I am way over my head. The m16 throws my 40% increase theory out of whack, even if the R700 and all of the other guns seem to prove it. Clearly there must be a scale 'somewhere'.
- Or... this means that I'm actually right, and theres a bug or a factor I'm missing to make the m16 superior.
- Or that or theres a visual effect that prevents me from telling that the second bullet and not the third in the burst actually killed him.
- Or most likely, that EvilSpongeBob forgot to turn off Juggernaut.
I'll obviously need to run more tests.
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Edited: We tested the M16 once again, and this time we used Fraps to record it.
We heard two bullets hit, and there were only two bullet splashes shown on the body during the replay.
Therefore, I'm going to consider this test a success, and that the theory that Stopping Power gives a 40% increase to damage for 'all' guns, as correct. I'm not going to change the information shown in the EncyClanPedia.Comment
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I don't know if you factored this, but there is also hardcode that negates Stopping Power vs. Juggernaut.Comment
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Hardcode. Not Hardcore. Hardcore reduces player health to 30, instead of 100.
The game is hardcoded to have the damage boost and damage reduction of SP and Juggernaut cancel each other out when an SP shoots a Juggernaut.Comment
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Yes, the game does cancel out the effects of a Juggernaut vs. Stopping Power.Comment
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Lol, I live on west coast, it was 1 a.m. when I read that =P
In that case, you're right about auto-negating, but 30? Damn...Comment
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ok, i have a question for you Dairuka. (I just registered to ask you this :P)
On your weapons damage tables (which is great btw), in the damage section it shows base damage, damage vs juggernaut, damage with stopping power... but some weapons (LMGs, Snipers, Shotguns and the MP44) show the damage boost with stopping power OR sonic boom.
Does this mean sonic boom acts as a ''double perk'' giving increase bullet damage and explosive damage for those weapons? Or is it just an error you made?
Thanks in advanceComment
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An error thats been fixed.ok, i have a question for you Dairuka. (I just registered to ask you this :P)
On your weapons damage tables (which is great btw), in the damage section it shows base damage, damage vs juggernaut, damage with stopping power... but some weapons (LMGs, Snipers, Shotguns and the MP44) show the damage boost with stopping power OR sonic boom.
Does this mean sonic boom acts as a ''double perk'' giving increase bullet damage and explosive damage for those weapons? Or is it just an error you made?
Thanks in advance
Sonic Boom gives a 25% damage bonus to explosives.Comment
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Dairuka, the 40% increase for SP, 25% decrease for Juggernaut and 25% increase for Sonic Boom are all confirmed by ingame files and most of all, developers words. Some weapons dont fit the scheme, but those are rare exceptions and usually they are already powerful enough. Test is a success.
As for Sonic Boom, I made extensive tests myself, and my conclusion was that the radius of the splash damage does not increase itsself. Its the area of lethal splash damage within the limits of splash damage, that increases.
IIIIIIIIIIOIIIIIIIIII
I - splash damage
O- Grenade
I- Lethal splash damage without SB
I- Added lethal splash damage radius with SBComment
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