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Mantis compound crossbow12/1/2023 ![]() ![]() We release significant app updates every 4-8 weeks, with new screens, data, features, and functionality. Yet another indicator of consistency and outlier analysis. Adjust your setup and/or your mechanics and see the instant impact. The stability of your hold is quantified and scored (0-100). Analyze consistency, find outliers, and understand why. View each phase of each shot in comparison to all the others. Phases are intuitively color-coded so your mind can clearly understand exactly what is happening. Track the movement of your bow through the entire shot process. Install the smartphone application, turn on your Mantis X8, and pair the device with a phone via Bluetooth Low Energy (BLE or Bluetooth 4.0).Įvaluate shooting performance, identify areas of improvement, and track progress over time. Most shooters put it on the side of the riser. For compound, recurve, and longbow.Īttach the Mantis X8 to your bow with the included adapter. It's time to take your archery training to the next level. This mode is not enabled on official servers, but is always enabled for the damage dealt to the Training Dummy.When you purchase the Mantis x8 Training Aid you will now receive a Universal Adapter for FREEĪRCHERY TRAINING ELEVATED - MAKE EVERY SHOT COUNT In v 242.0 a server-option for displaying the dealt damage as a floating number (as known from RPG-games) was added.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.The only difference for slingshots is the minimum pulling time, which is 0.25 seconds, resulting in a minimum damage of 40.625%. Since an arrow can only be launched after 0.3 seconds, this means that the minimum damage of an arrow is 43.75%. An arrow's damage starts at 25% at 0 seconds, and increases linearly up to 100% at 1.2 seconds. 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. Note: all values were taken from the raw damage values of the blueprints in the dev kit. Pump-Action Shotgun (per pellet, 14 per shot)Ĭharged Tek Sword attack(Tek Gauntlets(Charged)) ![]() Longneck Rifle ( Shocking Tranquilizer Dart) With its torpor gain multiplier of 3.75, it will now do 22.5 torpor per hit. The Percent Torpor Gain is based on the % Melee Damage Attribute of both the weapon used, as well as the player using it.įor example, a Ramshackle Wooden Club with 120% damage will do a base damage of 6. However, the damage against the fleshy body of the organisms stays the same across all of them.Īgainst unarmored bodies, the damage weapons do per shot/attack is listed in the following table. Many creatures also take additional damage if you hit them in the head, with differing multipliers. For example, you only deal 20% damage against a Carbonemys' shell body part. Ignoring armor, Weapons may deal different amounts of damage depending on where you hit a certain creature. However, after factoring in the Base Damage this assumption turns out to be wrong: 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. Higher Melee Damage does not necessarily mean higher resulting damage. This may lead to confusion of the player because it does not seem obvious that Melee Damage is not the only Attribute affecting the damage. The difference between Base Damage and Melee Damage is that only the latter can be seen ingame. Disregarding Armor, resulting damage is calculated by multiplying the Base Damage, an absolute number, by the percentage coming from the Melee Damage Attribute. ![]()
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