How does Damage Work?

## **Overview**

### Latest Weapon Stats

All weapons and ammunition in MMC have stats that determine the amount of damage they will do to another player. The distance of the other player will also determine how much damage they will receive.

During the Alpha test, much of the MMC code is being updated and some very old bugs have been found and corrected. These changes have impacted how the game calculates damage resulting in players noticing that weapons weren’t doing the same amount of damage as they used to. We understand this has been a frustrating experience for players (it has been frustrating to us too). We are making adjustments slowly so that players will have plenty of time to test the new calculations. The Cv4 game has been set to replicate the old (v4) damage, range issues, and missed shots.

## V0.9.2 Damage Adjustment to CV4 Game Type

For CV4 games, damage will remain at 100% for the entirety of the weapon range. For all other games, damage will remain at 100% until the weapon range is half of its total effectiveness (50%). Then the damage will begin to drop off until the weapon is only producing half of the max damage.

Each weapon has a different range and a different amount of damage. Details of those numbers can be found in the MMC Wiki (https://mini-militia-classic.fandom.com/wiki/Items\_%26\_Weapons#MMC\_Weapon\_Stats\_.28v0.7.2.29)

## **V0.8.0+ Damage Adjustment**

Damage will remain at 100% until the weapon range is half of its total effectiveness (50%). Then the damage will begin to drop off until the weapon is only producing half of the max damage. Each weapon has a different range and a different amount of damage. Details of those numbers can be found in the MMC Wiki.

## **How was damage adjusted before and after v0.7.3?**

In earlier versions of MMC, the attenuation wasn’t working at all. All weapons were firing at max damage at 100% of their max range. So a sniper shot at max range was doing maximum damage. This coincides with player reports that the sniper was overpowered.

**Prior to v0.1.2 of MMC**, we are not sure how the calculations were working without more issues (several miss and range bugs were fixed in v0.7.3). While hunting down other damage bugs, we discovered the damage calculation was in three different places and making three different calculations (you would experience damage differently depending on where you played the game, like quick play and custom/ctf was different as well as LAN and they all had different bugs!)

**As of v0.7.3**, damage attenuation is being applied to the entire distance of the shot (starting at 0 and ending at end of the weapon’s range). The only exception is the PHASR which never had damage attenuation applied to it (this is one of the benefits of that gun).

Players that like using the shotgun and sniper will see the impact of the damage change more strongly because those weapons have the shortest and longest ranges in the game. Sniper used to be able to 1 shot kill (headshot) from the other side of the map. Now it can not. Shotgun was lethal at its max range (which was pretty short). Now you have to be **very** close to an opponent to have the same effect.

## **Definitions**

### **META**

Most Effective Tactics Available. META refers to game play approaches and mechanics that are known to be winning strategies, especially topical when we add new ways to affect the game mechanics be it by choice or glitch. v.0.7.x made major changes that altered the entire play style. Not all META changes will be bad and many will be tiny adjustments. Some will be unintentional as much of v0.7.x changes were...

### **Damage Attenuation**

Attenuation is the mathematical weakening of a gun's damage over distance. Most shooters out there use this mechanic to create the most effective range to engage.