Daño Base

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El Daño Base es un Atributo especial que, a diferencia del Daño Cuerpo a Cuerpo, no puede ser visto directamente por el Jugador durante el juego. Para obtener una lista de los valores base de otras estadísticas, vea Estadísticas Base de Criaturas.

El Daño Base depende de la Criatura o del Jugador, y, respectivamente, el Arma usado. Las mismas Criaturas y Armas tienen el mismo Daño Base .

Uso[editar | editar código]

Haciendo caso omiso de la Armadura, el daño resultante se calcula multiplicando el Daño Base, un número absoluto, por el porcentaje procedente del Daño Cuerpo a Cuerpo y Atributo.

La diferencia entre el Daño Base y el Daño Cuerpo a Cuerpo es que solo este último puede ser visto en el juego. Esto puede confundir al jugador, ya que no parece lógico que el Daño Cuerpo a Cuerpo no sea el único Atributo que afecta al daño.

Mayor Daño Cuerpo a Cuerpo no significa necesariamente mayor daño inflingido.


Ejemplo:

Regarding a Tyrannosaurus and a Carnotaurus with a Melee Damage of 230% and 270% respectively, one could assume that the Carnotaurus would deal more damage.

However after factoring in the Base Damage this assumption turns out to be wrong:

Dinosaurio Daño Base Daño Cuerpo a Cuerpo Daño Total
Carnotaurus 42 270% 42 * 270% = 113
Tyrannosaurus 60 230% 60 * 230% = 138

Lista de Daño Base[editar | editar código]

Criaturas[editar | editar código]

Nombre Daño Base
Jugador desarmado (Catalejo y Pistola de Bengalas) 8.0

Plantilla:CreatureDamageTable

Armas[editar | editar código]

Ignoring armor, Weapons may deal different amounts of damage depending on where you hit a certain creature. For example, you only deal 20% damage against a Carbonemys' shell body part. Many creatures also take additional damage if you hit them in the head, with differing multipliers. However, the damage against the fleshy body of the organisms stays the same across all of them.

Weapon damage values[editar | editar código]

Against unarmored bodies, the damage weapons do per shot/attack is listed in the following table.

The Percent Torpor Gain is based on the % Melee Damage Attribute of both the weapon used, as well as the player using it.

For example, a Ramshackle Wooden Club with 120% damage will do a base damage of 6. With it's torpor gain multiplier of 3.75, it will now do 22.5 torpor per hit.

Arma Daño
(unmodified)
Torpor Gain
(unmodified)
Percent Torpor Gain
A Mano 8 14 175%
Pico de Piedra 16 8 50%
Antorcha 15 desconocido desconocido
Hacha de Piedra 20 10 50%
Lanza 30 0 0%
Wooden Club 5 18.75 375%
Tirachinas (Piedra) 14 24.5 175%
Arco (Flecha de Piedra) 55 0 0%
Arco (Flecha Tranquilizante) 20 95 450% (200% + 250% durante 5 segundos)
Pico de Metal 32 16 50%
Hacha de Metal 40 20 50%
Pica 55 0 0%
Ballesta (Flecha de Piedra) 95 0 0%
Ballesta (Flecha Tranquilizante) 35 157.5 450% (200% + 250% durante 5 segundos)
Revólver 63 0 0%
Hoz de Metal 50 desconocido desconocido
Granada (Impacto directo) 150 0 0%
Espada de Metal 90 desconocido desconocido
Longneck Rifle (Simple Rifle Ammo) 280 0 0%
Longneck Rifle (Tranquilizer Dart) 26 221 850% (600% + 250% over 5 seconds)
Escopeta (per pellet, 10 per shot) 64 0 0%
Pistola 50 0 0%
Pump-Action Shotgun (per pellet, 10 per shot) 46 0 0%
Explosivo C4 (Impacto directo) 650 0 0%
Rifle de Asalto 47 0 0%
Lanza Misiles RPG (Impacto directo) 1500 0 0%
Arco Compuesto (Flecha de Piedra) 74 0 0%
Arco Compuesto (Flecha Tranquilizante) 27 121.5 450% (200% + 250% durante 5 segundos)
Arco Compuesto (Flecha de Metal) 202.5 0 0%
Rifle de Francotirador 165 0 0%
Picana Eléctrica 1 266 26600%
Melee attack of any Ranged Weapon 10 14 140%

Note: all values were taken from the raw damage values of the blueprints in the dev kit.

Charged weapons[editar | editar código]

The minimum pulling time to shoot an arrow with a bow is 0.3 seconds and the maximum damage is reached after pulling for 1.2 seconds. An arrow's damage starts at 25% at 0 seconds, and increases linearly up to 100% at 1.2 seconds. Since an arrow can only be launched after 0.3 seconds, this means that the minimum damage of an arrow is 43.75%.

The only difference for slingshots is the minimum pulling time, which is 0.25 seconds, resulting in a minimum damage of 40.625%.

Notes/Trivia[editar | editar código]

  • Since the Base Damage value can not be seen during gameplay, other methods are required to find out the exact numbers, such as in-game testing, receiving the values from the developers (like in Patch Notes 173.0), or by extracting them from the Dev Kit.
  • In v242.0 a server-option for displaying the dealt damage as a floating number (as known from RPG-games) was added. This mode is not enabled on official servers, but is always enabled for the damage dealt to the Training Dummy.

References[editar | editar código]


Plantilla:MissingTranslations