Damage for radius 100:
Code: Select all
edgeEffectiveness
0 0.2 0.4 0.6 0.8 0.9 0.95
Distance -----------------------------------------------
10 | 0.9 0.92 0.94 0.96 0.98 0.99 0.99
20 | 0.8 0.83 0.87 0.91 0.95 0.98 0.99
30 | 0.7 0.74 0.8 0.85 0.92 0.96 0.98
40 | 0.6 0.65 0.71 0.79 0.88 0.94 0.97
50 | 0.5 0.56 0.63 0.71 0.83 0.91 0.95
60 | 0.4 0.45 0.53 0.63 0.77 0.87 0.93
70 | 0.3 0.35 0.42 0.52 0.68 0.81 0.9
80 | 0.2 0.24 0.29 0.38 0.56 0.71 0.83
90 | 0.1 0.12 0.16 0.22 0.36 0.53 0.69
100 | 0 0 0 0 0 0 0
I thought edgeEffectiveness was supposed to be the percent damage at the edge of the explosion...
It's nice to curve the effectiveness this way and all, but is it documented anywhere conspicuous the very different way this code works than a linear falloff?