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I'm trying to figure out how damage works in this game.
I remember playing it as a kid (on easy) but never noticed how bad the damage output was.
So I've seen everything from people saying the damage of each weapon is RNG, to the weapon damage is set but the enemy's HP is randomized, to the weapon damage is set but you get penalties to damage based on distance and attack angle?

So, what is it?
If enemy is not prepared or didn't shoot first weapons do more damage. If they are in agressive stance they are more immune to attacks and weapons tend to be less effective. From what I recall there is no defensive behaviour where they would be more prepared or protected, only passive and agressive (but if it's other monster, not player their aggro doesn't count toward less damage to them, AI is most likely focused on the player, so they can survive in some cases unless cutscene is triggered or player is in the area). Still, this can lead to broken stuff as this game doesn't loop scripts, preserve attack stances, pain chance or objects on the ground/in air. Most notable are flying monsters, explosives, bosses resetting health or weapons like voodoo dolls hurting the player upon load all the time.

Believe or not, since some of these issues were fixed, although quirks of the AI like above are still present in newer games like F.E.A.R (and mines/grenades can still turn into not available to trigger/pickup-able sometimes). This might be something with Monolith developing around the same engine but revising into other forks and generations. ;P
Post edited May 09, 2019 by HenitoKisou
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HenitoKisou: If enemy is not prepared or didn't shoot first weapons do more damage. If they are in agressive stance they are more immune to attacks and weapons tend to be less effective. From what I recall there is no defensive behaviour where they would be more prepared or protected, only passive and agressive (but if it's other monster, not player their aggro doesn't count toward less damage to them, AI is most likely focused on the player, so they can survive in some cases unless cutscene is triggered or player is in the area). Still, this can lead to broken stuff as this game doesn't loop scripts, preserve attack stances, pain chance or objects on the ground/in air. Most notable are flying monsters, explosives, bosses resetting health or weapons like voodoo dolls hurting the player upon load all the time.

Believe or not, since some of these issues were fixed, although quirks of the AI like above are still present in newer games like F.E.A.R (and mines/grenades can still turn into not available to trigger/pickup-able sometimes). This might be something with Monolith developing around the same engine but revising into other forks and generations. ;P
Thank you!
Still seems more randomized than that, specially with some of the larger more "Powerful" weapons.