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DMPC having plot armor to the annoyance of playersAnd last but not least, for many years DMPCs have been a staple of gamer humor. As evidenced by this thread, everybody loves to speak out and bond over that one time they had a DMPC that ruined everything and how terrible it was. Players can't access dmg dnd beyond 10. DMPC making an existing railroading problem worse.
“ | Pain is weakness leaving the body! — The Soldier | ” |
Damage in Team Fortress 2 is any event that reduces the health of a player or entity. Damage can be caused by weapons, fire, explosions, falling, bleeding, certain taunts, or by environmental sources such as trains, water, saw blades, the Horseless Headless Horsemann, MONOCULUS, Merasmus, and the Underworld.
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- 1Weapon damage
Weapon damage
Weapon damage is calculated in the following manner:
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Critical hits are calculated as:
Mini-crits are calculated as:
Base damage
The base damage of a weapon is a constant number that is fixed to a particular weapon. Damage does not depend on where on the target the attack hits, with the exception of weapons that critical hit on certain regions of the target.
Distance and randomness modifier
The distance modifier is a number between 1.5 and 0.5 that sinusoidally decreases as the distance between the attacker and the target increases. The trough of the wave is at 1024 units, and all distances beyond 1024 are treated as 1024 for the purposes of damage calculation. In this formula, there is a random variation in the distance of ±102.5 units (shown in the graph around 512 units, as an example). This means that you may be treated as being up to 102.5 closer or farther than you actually are, for purposes of the formula. This is the 15% variation many players have heard of; it is not simply a 85–115% multiplier on the final damage.
The distance modifier is altered for Rocket Launchers, Stickybomb Launchers (when detonated within 5 seconds), Syringe Guns, Righteous Bison, and Pomson 6000. When the distance used in the formula is less than 512 units, the damage ramp is flattened. As a result, the maximum damage you can have is 125% for Rocket Launchers, and 120% for Stickybomb Launchers, Syringe Guns, Righteous Bison, and Pomson 6000 (shown by the maroon offshoot in the graph). In short, these weapons gain less extra damage from the distance modifier at close range, but still suffer from the same long-range damage penalty as the other weapons.
Conversely, the distance modifier for the Scout's primary weapons (excluding the Shortstop) have an increased damage ramp at close range, maximising at 175% normal damage at point blank, but keep the same default damage ramp at ranges of 512 or greater.
Sticky bombs launched more than 5 seconds ago, Melee weapons, Flare Guns, Grenade Launchers (excluding the Loose Cannon, which is subject to falloff), Sniper Rifles, bows, and Flying Guillotine are all treated as being at 512 units for this formula. Flamethrowers, however, are affected by their own separately calculated modifier based on projectile lifetime.
Weapons that fire projectiles, like the Rocket Launcher and Direct Hit, apply the distance modifier to damage based on the distance between the attacker and the target at the moment the projectile hits a target. This means that the point from which the projectile was fired is irrelevant when considering damage dealt by that projectile; only the final position of the attacker and the target matter.
- Notes
- The final distance used in the formula cannot go above 1024 or below 0.
- On servers where random variation is disabled (with use of the server cvar '
tf_damage_disablespread
'), the effective distance used is 102.5 units less than the farthest possible random distance (that is, after being capped at 1024 units). This means that being farther than 921.5 units away is treated as being 921.5 units away; the normal cap is 1024, and 102.5 less than that is 921.5 units. - The distance modifier is always 1.0 if the target is a building.
- A level 3 Sentry Gun's rockets are affected by the distance modifier based on the distance from the target to the Sentry Gun's owner.
Splash modifier
The splash modifier is a number used for explosive weapons that do not connect directly with the target. Valve has not released the official stats for the splash damage falloff yet.
Self-damage reduction
Explosive weapons may deal less damage to the user than to enemies, depending on the situation. See the individual weapon pages for more information.
Critical modifier
Critical hits and mini-crits have two effects each.
A critical hit adds damage equal to 2 times the base damage, while a mini-crit adds 0.35 times the damage following falloff compensation.
Both critical hits and mini-crits check to see if the final distance is greater than 512: if it is, then any damage lost is offset by an equal increase in damage. The end result is that the weapon does not lose damage due to the distance modifier when the player is more than 512 units away; if the attack were not a crit or mini-crit, damage would continue to decrease out to 1024 units.
The extra damage added on by critical hits and mini-crits - including that from rampup or offsetting falloff - is of the 'critical' type instead of the weapon's standard type (e.g. bullet or explosive). This affects the calculation of damage resistances.
Note: A backstab deals 2 times the victim's current health, but, under normal conditions, it also always crits, increasing the damage to 6 times the victim's current health.
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While active, the Battalion's Backup protects team members from critical hits and mini-crits, treating them as normal damage instead. The Vaccinator's protective shield blocks 100% of critical damage from attacks of the selected type.
Damage types
Origin dmg wont open. Each weapon has an associated type of damage that it deals. Some weapons can deal more than one damage type at once; for instance, the Cow Mangler 5000's charged shot deals explosive damage as well as fire afterburn damage.
- Bullet damage is typically associated with hitscan weapons, though the damage caused by most projectile impacts is treated as such as well (such as syringes, arrows, and energy beams, excluding the Cow Mangler 5000's beam).
- Explosive damage is usually caused by explosive projectiles. Players killed via explosive damage will often gib.
- Fire damage is caused by both flaming weaponry and the afterburn they induce.
- Bleed damage is applied to players that are bleeding.
- Melee damage is dealt by melee weapons. Melee damage can destroy stickybombs and causes players to scream loudly on kill.
- Critical damage is caused by critical hits and mini-crits, playing distinctive sound effects and producing louder kill screams.
- Fall damage is applied to players that hit the ground after too high and/or too fast a drop.
- Crush damage results when a player has been sandwiched between two objects (such as between a closing door and the ground). Being killed by crush damage causes the screen to flash red.
Damage vulnerability, resistance, and blocking
A player may take a modified amount of damage due to certain items. These effects stack multiplicatively. 'X% damage vulnerability' multiplies that kind of damage by 100% then adding X%, and 'Y% damage resistance' multiplies that kind of damage by 100% then subtracting Y%; for example, the Chargin' Targe grants 30% explosive damage resistance, which means all incoming explosive damage is multiplied by 70%.
Because effects are stacked multiplicatively, combinations of effects result in a slightly different value than may be expected; for example, a Soldier with the Pain Train (10% bullet weakness) and an active Battalion's Backup (50% sentry resistance) has a combined resistance of 45% against Sentry bullets - as opposed to the 40% that would result from the effects being simply added together.
Some weapons imbue an effect which increases or decreases the damage received from certain types of weapons. These effects may either be applied as 'on wearer' (having the item equipped in the loadout) or 'while active' (actively wielding the item).
List of weapons with damage vulnerability and resistance | ||||
---|---|---|---|---|
Scout | Secondary | While under the effects, immune to all damage. | ||
Bonk! Atomic Punch | ||||
Melee | +25% explosive damage vulnerability on wearer. | |||
Candy Cane | ||||
+25% fire damage resistance when active | ||||
Sun-on-a-Stick | ||||
Secondary | When used, it provides a defensive buff to nearby teammates that blocks 35% of incoming damage, 50% of Sentry Gun damage, and nullifies Critical hits. | |||
Battalion's Backup | ||||
Melee | +10% bullet damage vulnerability on wearer. | |||
Pain Train | ||||
Pyro | Primary | Invulnerable while 'Mmmph' taunting. | ||
Phlogistinator | ||||
Secondary | +50% explosion self-damage vulnerability on wearer | |||
Detonator | ||||
Melee | +20% damage vulnerability from all sources when active | |||
Powerjack | ||||
Secondary | +50% fire damage resistance on wearer. +30% explosive damage resistance on wearer. | |||
Chargin' Targe | ||||
+20% fire damage resistance on wearer. +20% explosive damage resistance on wearer. | ||||
Splendid Screen | ||||
+15% fire damage resistance on wearer. +15% explosive damage resistance on wearer. | ||||
Tide Turner | ||||
Melee | +10% bullet damage vulnerability on wearer. | |||
Pain Train | ||||
+15% damage vulnerability from all sources when active | ||||
Claidheamh Mòr | ||||
Heavy | Primary | +20% damage resistance when below 50% health and spun up. | ||
Natascha | ||||
20% damage resistance when below 50% health and spun up. | ||||
Brass Beast | ||||
Secondary | While under the effects, damage taken increased by 20%. | |||
Buffalo Steak Sandvich | ||||
Melee | +30% damage vulnerability from all sources when active. | |||
Warrior's Spirit | ||||
+40% damage resistance from ranged sources while active. +100% damage vulnerability from melee sources while active. | ||||
Fists of Steel | ||||
Melee | +20% fire damage vulnerability on wearer. | |||
Southern Hospitality | ||||
Medic | Secondary | While healing, provides healer and heal target with constant 10% resistance to the selected damage type. Übercharge provides 75% resistance and full crit resistance to a selected damage type. | ||
Vaccinator | ||||
Secondary | +50% fire damage resistance on wearer. Grants full immunity to the effects of afterburn. | |||
Darwin's Danger Shield | ||||
Melee | 20% damage vulnerability from all sources on wearer when active. | |||
Bushwacka | ||||
Spy | Melee | On Hit by Fire: Fireproof for 1 second and Afterburn immunity for 10 seconds. | ||
Spy-cicle | ||||
PDA 2 | +20% damage resistance when Cloaking. | |||
Invis Watch | Enthusiast's Timepiece | |||
Quäckenbirdt | ||||
+20% damage resistance when Cloaking. | ||||
Cloak and Dagger | ||||
When being damaged (activating Dead Ringer), blocks 75% of incoming damage and gives afterburn immunity for 3 seconds. After Dead Ringer has been activated, 65% damage resistance on wearer which fades to 20% in 3 seconds. | ||||
Dead Ringer |
Update history
- Fixed the Flamethrower hit detection
December 17, 2010 Patch (Australian Christmas)
- [Undocumented] Melee weapons no longer deal bullet damage.
Tf2 How Much Dmg Does A Face Stab Dog
- [Undocumented] Melee weapons no longer count as bullet weapons when accounting for damage vulnerabilities.
See also
“ | Surprise. — The Spy | ” |
A backstab is a context-sensitive attack that a Spy can perform with any of his melee weapons. When a Spy uses any one of his knives to hit an enemy from behind, a successful backstab is performed, resulting in an instant kill in almost all cases, with the exception of invincibility granting effects such as ÜberCharge or the Bonk! Atomic Punch.
- 2Backstabbing techniques
- 4Related achievements
Mechanism
Tf2 How Much Dmg Does A Face Stab Do You Get
Should a Spy perform a melee attack that connects with an enemy while he is behind said enemy, a backstab will occur. Backstabs deal damage equal to 200% of the target's current health and are also always critical hits, resulting in a total damage of six times the victim's current health; while the critical damage can be negated, this does not stop the stab from being lethal unless the target has significant additional protection.
A backstab will trigger as long as the Spy is anywhere within a 180° angle behind the enemy, utilizing the enemy's current aiming direction as straight forwards. To indicate that a Spy is within the required range and angle to perform a backstab, he will raise his knife and turn it downward, primed for a kill. The knife will remain in this position until the target is no longer in reach, or the Spy attempts a backstab by attacking. The knife turns downward even if positioned behind a cloaked or disguised enemy Spy. As the Spy's melee weapons do not have a delay between the swing being initiated and the damage being dealt, as long as the knife is pointed downward, the Spy simply needs to attack for an instant kill to occur.
Like normal melee attacks, backstabs can be performed while disguised, though the Spy proceeds to lose his disguise whether the attack connects or not. Backstabs are nothing more than pure damage, and so cannot injure or kill invulnerable players. Buildings and Halloween bosses cannot be backstabbed.
Robots in Mann vs. Machine can be backstabbed just as normal players. In addition to this, if a robot is sapped, it can be backstabbed from any direction, not just from behind. However, giant robots operate much differently. Backstabbing a giant has a base damage of 750, but this is reduced to 25% of that (188) by default; each armor penetration upgrade restores 25% of the base damage, up to 125% of the base (938). Spies must therefore upgrade their knife in order to have a chance at taking out giant robots.
Various weapons affect backstabs in some fashion:
- Backstabbing with Your Eternal Reward or the Wanga Prick causes silent death. The victim will not scream, their body will vanish, and no killfeed notification is given to the victim's teammates. The attacking Spy will disguise as the fallen enemy almost instantly.
- Backstabbing with the Conniver's Kunai will take the victim's remaining health and give it to the Spy, up to a maximum of 210. This is offset by a lowered base health.
- Backstabbing with the Big Earner will fill the Spy's Cloak meter by 30%, regardless of which cloaking device is equipped. A backstab with this weapon will also give the Spy a three-second speed boost.
- Backstabbing with the Spy-cicle will turn enemy ragdolls into an ice statue, which also creates a loud freezing/cracking noise.
- Attempting to backstab a Sniper wearing the Razorback will result in the backstab being blocked, in addition to preventing the Spy from attacking, cloaking, or switching weapons for 2 seconds afterward. Thus, the Razorback makes Snipers less prone to backstabs and encourages Spies to use their selected revolver instead.
Backstabbing techniques
- Stab-and-Sap: Stab a (turtling) Engineer, before switching to your Sapper and sapping the Engineer’s Sentry Gun; this must be done fast enough that the Sentry Gun doesn't have time to turn around and kill you. An experienced Spy may track the Sentry Gun's turning direction and move against it after he stabs (as it will follow him, this will buy him more time), this set of movement is also known as circle-strafing. Using Your Eternal Reward can make the approach easier, as you instantly disguise upon a successful backstab, preventing the Sentry Gun from detecting you and retaliating; a Spy without a prior disguise must rely on cover to avoid the Sentry Gun's attention, as the Sentry will not be fooled by your instant disguise once it has already begun firing. This tactic is slightly easier on Engineers using the Wrangler, because the Sentry Gun is disabled for three seconds after the Engineer's death.
- Sap-and-Stab: Sap an Engineer's unattended building as bait, hide, then stab him when he returns to remove the Sapper. Alternatively, sap a turtling Engineer's building then switching to the Knife to backstab him, as a less effective variant of the stab-and-sap technique.
- The Topstab: Sometimes paranoid Engineers will place their Sentry Gun and Dispenser in a fashion that allows the Engineer to have his back to a corner, making him seemingly protected from backstabs. It is possible to kill him by climbing over his Dispenser or Sentry Gun and jumping onto his head. Face the same direction as the Engineer and crouch until you get the 'Knife-raised' animation, allowing you to score a backstab.
- Quickstab: While an unaware enemy is running towards you, let them run past you before spinning and stabbing their retreating back. This is one of the only reliable methods of backstabbing Scouts or any enemy that believes your disguise.
- Sidestab: As the name suggests, a side stab is accomplished by stabbing the back of an enemy from the side. Because of how the characters' hitboxes are positioned, this is easier from the enemy's right than his left.
- Dropstab: This involves the Spy waiting at a high spot, and jumping down on an unsuspecting enemy's head while holding crouch, and killing the enemy in a similar fashion as the Topstab.
Trickstabs
Trickstabs happen when an enemy has spotted the Spy, and the Spy tries to outmaneuver the enemy in order to attempt a backstab.
- Matador: Usually most effective against support classes attempting to engage in melee combat (including Engineers), this involves tricking an enemy into turning towards in your direction by pretending to run around him one way, then quickly moving back, strafing into backstabbing range as he turns toward, and backstabbing your pursuer.
- Stairstab: This technique involves running up a flight of stairs (or a ramp) and jumping over your pursuer's head, landing behind or on top of him and scoring a backstab. This is less effective against more experienced players as it is often highly predictable and can be easily countered.
- Cornerstabs: This takes advantage of the map such that the enemy pursuing the Spy would turn a corner (which does not necessarily need to be blind), and exposing his side to the Spy, in a similar fashion to the Matador stab.
- Circlestrafe stab: A highly advanced yet unreliable type of trickstab that is designed to counter strafing enemies who won't turn enough to fall for a matador, or enemies who backpedal. There are currently four known types.
- For enemies who are holding W and a strafe key while strafing into the Spy, the Spy moves into and intersects the path of the pursuing enemy.
- For slow, backpedaling enemies (e.g. Soldiers and Demomen), the Spy backpedals along the enemy's side and attempts a sidestab.
- For enemies who are strafing between two points, such as a Scout aiming towards a Spy, the Spy strafes to the opposite direction of where the enemy is strafing, and relying on the enemy to strafe back into him. (E.g. A Scout moves towards the Spy's left side, the Spy moves towards his right side, and eventually the Scout strafes back into the Spy while attempting to strafe-aim.)
- For enemies who are attempting to strafe behind the Spy, the Spy matches the enemy's movement by holding S and a strafe key, and attempts a sidestab while backpedaling.
- Surfstab: An extremely situational stab where the Spy surfs explosive damage or enemy airblasts, and kills the/another enemy while landing on them, similar to a Dropstab.
- Airstab: Also an extremely situational stab where both the Spy and the enemy get near each other while airborne, the stab is applied specially at high speeds, similar to a sidestab, the Spy will quickly flick his aim to the enemy's back and then stab. To prevent the lost of your momentum while airborne due to bumping, strafe around the enemy and then stab.
Issues
- Due to glitch in the game, a stab that has appeared to have occurred from the front can sometimes be rendered as a backstab. Known more commonly as a facestab, these kills are now mostly the result of lag compensation by the game engine itself. Prior to many game patches, facestabs were more common due to bugs in the way the game detects a backstab. Facestabs take two forms: the 'valid' stab and the 'true' facestab. Most of what the recipient sees as a facestab is usually either a cornerstab or a sidestab, where on the Spy's screen, he sees it as attacking the target's back, but due to lag, the target sees the Spy attacking from the front. A valid facestab works as intended by the developers, making correct use of lag compensation. In a true facestab, the Spy appears to be attacking an enemy from the front on both players' screens, but lag compensation results in it being registered as a backstab. This is considered a bug. You can also perform a facestab when you are running directly at an enemy, while the enemy is running back on himself, this is because the hit-box of a player lags behind a little bit while moving back.
- Another community-coined term is the failstab, which refers to a backstab which should have succeeded but instead did only normal Knife damage, despite the backstab animation playing fully and the Knife connecting. These stabs are almost always linked to the latency conditions between the server and the player. A similar variant is a stab that plays the animation and the sound effect but does no actual damage.
- Rarely, during taunts, the player's 'back' changes position; it becomes directly behind the player's 3rd-person camera, which means that players can avoid backstabs by moving the camera away from the Spy. This generally occurs by accident; for example, when you position the camera in front of you to watch the taunt yourself, making your back into your front. Facestabs can also rarely occur this way.
- The angle required for a backstab is based on the direction the victim is looking; however, all players have models whose normal stance has their backs rotated to the left slightly, due to the way they carry their respective weapons (this is most prominent with Heavies). This means that at certain angles you appear to be stabbing your target in the back, when in fact you are not inside the 180 degree angle for backstabs. Equally, there are valid backstab positions which appear to have you stabbing slightly into the front of your victim. These hit-box positions can be determined by the shoulders of the character models.
Related achievements
Soldier
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Sniper
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Spy
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Update history
October 25, 2007 Patch- Fixed a Spy backstab exploit where you could stab a player who was not facing away from you.
- Fixed a case where a Spy stabbing from the front of a player would score a backstab.
- Fixed Spy backstab exploit.
February 24, 2009 Patch (Scout Update)
- Changed backstab handling to fix facestabs.
- [Undocumented] Reduced stab radius to 160 degrees. Removed quickbackstabs and thus reduced the Spy's backstab range (Has since been reverted). Made backstabs quicker.
- Increased backstab check so that Spies can side-stab again.
May 21, 2009 Patch (Sniper vs. Spy Update)
- The Heavy and Sniper now have new custom death animations.
- Added a backstab custom death animation to the Heavy.
- Fixed a couple of cases where viable backstabs would fail.
August 13, 2009 Patch (Classless Update)
- Cloaked Spies standing in valid backstab positions no longer raise their Knife.
December 17, 2009 Patch (WAR! Update)
- Added more backstab animations.
- Added backstab death animations for Scout, Spy, Medic, Demoman, Engineer, and Pyro. All death animations have a 25% chance to play.
- Fixed a glitch where the Spy would take fall damage after backstabbing someone while standing on top of him.
- Fixed the knife not playing its backstab animation when crits are disabled.
Bugs
- When a player for the opposing team is standing on top of the Spy, the Spy can always perform a successful backstab regardless as to whether or not the Spy's aim falls within the regular backstab radius.
- Occasionally, when swiping at an enemy, the Spy will do the backstab animation, even if it wasn't a backstab.
- Occasionally, a Spy will take fall damage after backstabbing someone while standing on top of him, even though this was supposedly fixed in October 18, 2011 Patch.
Trivia
- Originally, the Spy's Backstab animation was just over a second long and manifested as the current animation, but was slowed down. This was changed to the current, sped up version used today in the interests of balance. Before this change, skilled Spies would 'quick-stab'. This involved staying out of Backstab range of the victim, and then swinging the Knife just before entering Backstab range, thereby bypassing the Backstab animation but still rewarding an instant kill.
- The Sniper's unique Backstab animation was first seen in Trailer 2 before any Backstab animations were integrated into the game.
External links
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