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Elite Health/ Projectile Multiplier Possibly Determined

Posts: 3,291

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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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 Posts: 3,291 Date of registration : Apr 26th 2013 Platform: PS4 Location: Arizona, USA Reputation modifier: 15 Sunday, February 19th 2017, 1:52am Some interesting new developments to record: To test the theory of Elite HP increase versus projectile modifier, MCYL and I ventured into an empty server with a Model 8 .35 and SMLE, with respective 42 and 80 max damage to standard infantry, and tested the number of bullets necessary to kill an Elite. Wary of potential body part multipliers, we shot point blank at the chest. Interestingly, the Model 8 killed in 14 bullets and the SMLE in 7 bullets. 42(14) = 588 and 80(7) = 560; not exactly the 600 nor the 0.6x I previously proposed. It is rather unfortunate that pre-round does not feature a UI as it would be immensely helpful to see how much damage the game says we are doing with each shot. However, I encountered an Elite on one specific occasion with the Model 8 where I specifically inflicted 7, then 8 damage, and apparently 6 as the total 3 shots amounted to 21 as displayed by the UI. This is peculiar, to say the least, but it could be using the same damage indicator procedure as, say, the Mondragon. There arose a claim that the Mondragon would occasionally kill in more than 3 bullets, suggesting that limb shots did not do the necessary 33.6 damage everytime. This was proven false, but through this experience we discovered that the UI displayed both 33 and 34 damage for limb shots: Quoted from "JSLICE20" An interesting result, however, is that the HUD displays damage dealt (the shooter) at both the 33 and 34 interval and sometimes out of order. Possible patterns recorded are 33, 34, 33 | 34, 34, 32 (there was no situation where two consecutive 33s appeared). The last value in each is largely irrelevant because in both cases 33 and 32, respectively, are the minimum amount required to kill the opponent. So the 33 and 34 values transpose, for what reason we were unable to identify, but in each instance 34 damage appeared at least once indicating that any engagement with 3 successful hits wil guarantee a kill. Based on this assessment, 3 hits on the Elite amounted to 21; the average being 7. So, it isn't guaranteed that what the UI displays is the true damage dealt. Just something to note. So we established that 14 bullets to the chest from a 42 max damage weapon and 7 bullets from an 80 min. damage weapon is adequate to kill an Elite. For the sake of argument, let's say Elites do have just 100 HP. For the Model 8: 100/14 = 7.143, ~7. For the SMLE: 100/7 = 14.286, ~14 (naturally). 7 damage a shot is consistent from my, admittedly, anecdotal evidence (I do have the clip saved, so I can upload it), and I can recall on a number of occasions inflicting 14 damage with Scout rifles. Only further testing or video evidence can confirm this assertion. Extra findings: K Bullets kill Elites in 4 shots to the chest at point blank range, unfortunately MCYL and I did not have the wherewithal to test this at incremental ranges. We can determine this in the next testing session. Cavalry units share the same 42 max damage, chest bullet resistance as Elites, but have slightly more 42 max damage, headshot resistance (3 as opposed to 2) than typical soldiers. 3 strikes with a Saber/ 55.0 damage melee weapon kills a Cavalry unit. And since they share the same chest hitbox (hit-capsule) resistance as Elites, it can be assumed that non-Sentry Elites could also be killed by 55 damage melee weapons. The odd part is that after the first two strikes, the Cavalry unit still had HP easily exceeding 50; perhaps as close as 75, according to the health indicator over a spotted target. But after two strikes the takedown option is enabled. My theory regarding this is that takedowns have a damage multiplier. What this could be, I haven't a clue. That is all for now. I'll report back with more findings and visual evidence in future posts. To Aim Assist or not to Aim Assist, that is the question. Nope. 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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: 3,291

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

Sona tank jungle

Posts: 7,893

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.