Hi guys,
The difficulty is something we tweak every weak (depending on your MMR) and it's always based on your feedback. The code you posted is dynamic and it changes almost everyday, so it makes no sense having it as a reference.
Please, remember our main objective is to make the game fun and challenging.
As always, thank you very much for your concerns
Thanks for the reply Karen!
It's good to know that it changes that often, at least. Most of us probably aren't comfortable with that fact, but I was HOPING my main takeaway from posting that was the summary I included at the end of my post: That it seems like difficulty doesn't
necessarily modify enemy health and stats in the way that we would assume, but it modifies how numbers are calculated when a player and enemy do battle.
Like at max stats, a Raider punch should do 80 damage without boosts. At 0 MMR, this table looks like that enemy would technically be receiving x3.14 from that punch to their unknown health bar, so if they have 100 health, they are dead. But at 100 MMR, they only take x0.35 of that 80 punch damage, meaning it will take 4 hits to reduce them to 0 health. They always had 100 HP, but the user never sees how these numbers work, so we assume they have over 300 health. Which is kinda their effective health. But it differs depending on shooting vs. melee.
It also shows me that at really low MMR, shooting is more effective, and at high MMR, strikes deal more.
This is my takeaway from the table, at least. I'm not sure if I'm interpreting it correctly, but I know I've seen some posts here and there mentioning "Schleuder is lying about the damage it does because it's saying 500 damage and this grunt isn't dying but in another game they did" or something like that., and was
hoping this might shed some light.
I am of the opinion that transparency to the player helps us understand why things happen and for what reason, and become less frustrated by it