Wonder if this same bug triggers with other guns that leave bullet-buffing fields behind. Time to find out if the old Muta Quanta-Azimuth setup is back!
I think I got some sort of infinite scaling with the Mandonel and Nyx’s passive and I overflowed the 32-bit integer a few times. The game was frozen during that screenshot and crashed. The log showed my damage was even higher.
628.330 Game [Warning]: 10: Damage too high: 16,281,678,905,344 628.330 Game [Warning]: Victim: FlakShipAvatar5105, source: SpaceTennoAvatar4926
You’ve created the post-Meta build, it kills the game itself!
Congrats, you broke the game, you did more then 2,147,483,647 damage and made a new captain America under the grineer. With 2 billion hp he is now crowned the strongest man alive and will marry the kuva queens.
and will marry the kuva queens.
Poor devil…
Jesus, that’s intense. I wish my mind wasn’t too dumb to figure this stuff out. I’ll just keep playing with no idea what’s going on. 🙂
The basics aren’t especially complex complex but getting int overflow like this is special.
The basics:
All ‘types’ of damage modifier are multiplicative to each-other but only additive with multiple instances of the same type. Base Damage x Multishot x Critical x Elemental Damage x Faction Damage x Enemy Weaknesses
Example:
- You’ve got a gun that does 100 puncture damage/shot with a 10% crit chance for x2 damage
- Add a Base Damage mod (ex Serration) for 100 * 1.65 = 165
- Add a multishot mod (ex Split Chamber) for 90% chance for 2 shots per shot, meaning average damage is now 165 * 1.9 = 313.5
- Add crit chance mod (ex Point Strike), for x2.5 critical chance: 10 * 2.5 = 25% crit chance
- Add crit damage mod (ex Vital Sense), for x2.2 critical modifier: 2 * 2.2 = x4.4 multiplier
- Multiply your likelihood of a crit by your modifier: 0.25 * 4.4 = 1.1. Multiply by your average damage then add it to average damage: 313.5 * 1.1 = 344.85, 313.5 + 344.85 = 658.35
- Add elemental damage for the combo element your target faction is weak to (we’ll use magnetic for Corpus in this example, High Voltage & Rime Rounds) for +(x0.6 + x0.6 = x1.2) elemental damage. So, now your 658.35 average puncture damage shot gains an additional 790.02 magnetic damage for a total of 1,448.37
- Now add a faction damage mod (ex. Bane of Corpus) for x1.3 damage, 1778.7 * 1.3 = 1882.881 average damage
- But wait there’s more! Since you’re doing Puncture and Magnetic damage and both of them do x1.5 damage to Corpus you’re really going to do 2824.3215 average damage per shot, overall a bit more than 28 times the original damage of the gun.
Conceptually this is right, but if I can be a bit pedantic on two points: critical maths isn’t quite right, the actual critical component of the damage formula is
1+crit_chance*(crit_damage-1)
; and faction bonuses are slowly drifting out of the meta for various reasons (like Elementalist mods and just not covering the factions people fight anymore). The last holdout for faction damage is basically Disruption and maybe Profit Taker if you’re trying to do it as quickly as possible.Thanks for the corrections. I’ll have to look up the elementalist mods and see about changing my builds over if I need more power.
Nope, missed optimal damage numb- wait that’s negative. Nevermind, yes you’ve modded that right.
Wait… Damage is a signed int?
Some paths that process damage are signed 32 bit ints. You can get overflows in the display code and I think also the scoreboard (where people will drop to 0% damage dealt).
Just started this game the other day, it’s insanely satisfying to play!
if is not red it means it can be higher, so you should try 3 times that damage to see if it will overflow and if you overflow try to continue to multiply that damage until you don’t overflow: that’s the true purpose of the endgame of warframe 🤪.
That depends: Were you trying to heal the enemies?