From the beta patch notes:
Reworked damage calculation for headshots minimum damage output. Headshots should now scale better on higher difficulties for weak armor piercing weapons against armored enemies.
At first I had assumed this was just referring to regular armor damage with melee weapons, but apparently they also went through and adjusted almost every ranged weapon's performance against super-armor. Previously, all ranged weapons except Handgun, Kruber's Longbow, and fully-charged Bolt Staff shots would do near-zero (about 0.25) damage to Chaos Warriors on headshots. In beta, however, it seems that almost every ranged weapon now does at least some amount of damage to CW on a headshot.
After some testing, here's the most notable results I've found:
- Headshot: 17.75
- Crit headshot: 42.5
- On WS w/ Arcane Bodkins, headshot becomes 22.0
- Headshot: 10.5
- Crit headshot: 51.0
- On WHC w/ Deathknell, headshot becomes 18.5
- It's complicated due to the damage scaling based on channel duration on target, so I'm only testing full-power beam snipes.
- Headshot: 11
- Crit headshot: 32.75
- Damage from the beam itself is still complete garbage, though.
Brace of Pistols:
- Headshot: 3.75
- Crit headshot: 25.5
- Just pointing this one out because of the unusually high crit damage.
Most of the rest of them are still really low (usually about 2-4 damage), but at least non-zero.
Hopefully this will help in opening up some variety to loadouts, now that Elf and Saltz have an option for ranged super-armor damage. Stuff like Rapier+Xbow WHC or Spear+Longbow WS should be far less painful to play against Chaos now. Although this is unfortunately also a buff to Crossbow BH, so…
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