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## Elite Health/ Projectile Multiplier Possibly Determined

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Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Wednesday, February 15th 2017, 2:45am

### Elite Health/ Projectile Multiplier Possibly Determined

So initiated by this thread, I may have discovered what the unique element is concerning Elites. Whether it is an HP increase or projectile multiplier is unknown at the moment, however for the case of HP we may be looking at 600 or the value for the multiplier could be 0.6x.

### Quoted from "JSLICE20"

Elites are a mystery, even their overall health is unknown* according to the data files (or we've been looking in the wrong places), even one of our top wizards, elementofprogress, couldn't find the value. And if he's struggling, then good friggen luck haha.

*even the Cavalry unit

There are two possibilities associated with this:

1. Elites do have just 100 HP, but standard projeciles have a certain material multiplier applied to them.

2. Elites do have in excess of 100 HP which would indicate that it could be calculated through comparison of a weapon's damage against a normal soldier and then an Elite.

Actually...I may be able to do it right now.

We have a Model 8 .35, currently my weapon of choice. It does 42 max damage to infantry and, if memory serves 7 to Elites. That's a factor of 6. Therefore, it could very well be 600 HP. Let's take a look. If we treat the Elite as having 100 HP,for argument's sake, and divide by the max damage of 7 this leaves us with 14.29. Multiply this by the max damage of 42 and we get 600.18. Now my math may be utterly wrong, in fact I expect it to be. Not the calculations, but the method of going about it.

Anyway, let's continue. In the case of the Rocket Gun, the files list it at 150 blast damage, clearly not enough to kill a 600 HP target. However, with a damage multiplier of 4x it leaves us with a perfect 600 damage points. This is oddly coincidental or I could actually be correct haha.

So if we are to assume that HE does ~30 damage to Elites with direct hits and it does a max 112 damage, and if Elites have 600 HP, we're only doing about 200 damage (let's use 225). 225 ÷ 112 = 2.01; a 2x multiplier. Okay, this is getting eerie now. Since Elites are essentially armored targets that are just susceptible to normal projectiles, HE will be less effective against them (in theory of course).

I may have stumbled onto something amazing or all of this is matching with perfection due to complete coincidence.

### Quoted from "JSLICE20"

1. Elites do have just 100 HP, but standard projeciles have a certain material multiplier applied to them.

2. Elites do have in excess of 100 HP which would indicate that it could be calculated through comparison of a weapon's damage against a normal soldier and then an Elite.

It's the first one, since melee weapons still do full damage to them.

### Quoted from "Zer0Cod3x"

It's the first one, since melee weapons still do full damage to them.

Ah, right. So a potential 0.6x multiplier to bullets then. Or - or - Elites do have 600 health, bullets are unchanged, and melee gets a 6x multiplier. Regardless, we know a multiplier exists somewhere.

### Quoted from "JSLICE20"

1. Elites do have just 100 HP, but standard projeciles have a certain material multiplier applied to them.

2. Elites do have in excess of 100 HP which would indicate that it could be calculated through comparison of a weapon's damage against a normal soldier and then an Elite.

It's the first one, since melee weapons still do full damage to them.

I could've sworn they take around halved damage from front melee strikes with clubs and heavy melee weapons. Knives have no effect from the front.

Haven't had a experience with stabs from the back without triggering a takedown but I can definitely say that melee attacks from the front deal reduced damage.

I intend to somehow test these theories concerning health amount or melee damage to officially determine which element is used. Stay tuned.
To Aim Assist or not to Aim Assist, that is the question.

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### My "Contributions"

Posts: 127

Date of registration
: Aug 24th 2016

Platform: PS4

Location: QLD, Australia/ NC, USA

Battlelog:

Reputation modifier: 3

Sunday, February 19th 2017, 7:05am

And we also found that 1v1 dismounted Cav VS grudge matches in a contained area was...interesting. I'm thinking players with the chest cuirass has an effective hitpoint of around 550. However due to the differences in dmg rates for standard bullets vs K-bullets and standard fall damage model, it is likely the armor has a damage modifier.

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Sunday, February 19th 2017, 7:25am

### Quoted from "MCYL"

I'm thinking players with the chest cuirass has an effective hitpoint of around 550. However due to the differences in dmg rates for standard bullets vs K-bullets and standard fall damage model, it is likely the armor has a damage modifier.

The armor on the player model is purely aesthetic. The chest hitbox/ capsule is what gives the Cavalry Unit resistance to projectiles. As for HP, it's looking very likely that it is 100 with a multiplier applied to bullets. There's a chance that it's a blanket modifier rather than one specific to each damage model.
To Aim Assist or not to Aim Assist, that is the question.

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### Quoted from "Zer0Cod3x"

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2\$ tho

### My "Contributions"

Sona tank jungle

Posts: 7,896

Date of registration
: May 30th 2012

Platform: PS4

Location: SURROUNDED BY FUCKING MOUNTAINS

Battlelog:

Reputation modifier: 19

Sunday, February 19th 2017, 9:18am

Melee hits to the front of "armoured" infantry deal half damage in my experience.

Heavy melee swing is 55. Divided by 2 this yields 27~
After 2 front hits the target should be at 45~ HP - low enough to trigger the takedown from heavy melee weapons (under 55%.)
Bro of Legion, the lurker ninja mod | Tesla FTW | RNG is evil.

### Quoted from "MsMuchLove"

I find majority of the complaints I hear about this game somehow never appear in my games.