Difference between revisions of "GetThreatRatio"
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For the threat level calculation, the armor's estimated defense and estimated offense are multiplied together. The estimated defense is their current health, divided by the inverse of their armor protection (their Damage Resistance [[actor value]] scaled by the ''fArmorScalingFactor'' [[Game Settings|game setting]]). The estimated offense is the actor's estimated DPS (damage per second) given their currently equipped [[weapon]] (defaulting to the Unarmed weapon) and [[ammo]]. | For the threat level calculation, the armor's estimated defense and estimated offense are multiplied together. The estimated defense is their current health, divided by the inverse of their armor protection (their Damage Resistance [[actor value]] scaled by the ''fArmorScalingFactor'' [[Game Settings|game setting]]), with the divisor clamped to avoid a division by zero. The estimated offense is the actor's estimated DPS (damage per second) given their currently equipped [[weapon]] (defaulting to the Unarmed weapon) and [[ammo]]. | ||
==Syntax== | ==Syntax== |
Revision as of 18:10, 12 July 2022
Description
GetThreatRatio returns the calculated threat ratio between two specified actors.
A single actor's threat level is calculated using the formula below. The threat ratio between two actors is one actor's threat level divided by the other actor's threat level.
For the threat level calculation, the armor's estimated defense and estimated offense are multiplied together. The estimated defense is their current health, divided by the inverse of their armor protection (their Damage Resistance actor value scaled by the fArmorScalingFactor game setting), with the divisor clamped to avoid a division by zero. The estimated offense is the actor's estimated DPS (damage per second) given their currently equipped weapon (defaulting to the Unarmed weapon) and ammo.
Syntax
ActorRef.GetThreatRatio ActorRef
Examples
ActorRef.GetThreatRatio Player
Function returns the threat ratio between ActorRef and the Player.
Notes
- Threat ratio is higher when the player is "stronger" than nearby enemies. The game uses this to determine when combat music should be played (if the enemies are strong enough compared to the player to drop the threat ratio below fCombatMusicPlayerTargetedThreatRatio). An exhaustive description of how ThreatRatio works can be found here.