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Pathways into Data
Posted By: xcaliburDate: 2/20/17 11:27 p.m.

I've taken it upon myself to collate and document more information on PiD. Comments/criticism/corrections welcome.

Monster stats:

Monster________HP/Health____Damage Output

Nightmare................85................15-19 (6 for burst)
Headless..................35..................7-9
Phantasm.................40................25-29
Ghoul......................90................19-21
Zombie....................60................12-15
Ooze......................240................25-32
Wraith.....................90..................6-8
Blue Meanie...........12000..............30-32 (15-16 per fireball)
Barney...................5500...............24-29
Skitter....................220................13-16
Sentinel....................1..................N/A
Ghast.....................220................30-39
Green Ooze.............240................35-42
Demon.....................1..................N/A
Greater Nightmare....450...............15-19 (12 for burst)
Venomous Skitter.....350................8-9
Shocking Sphere......150..................4

Health stats taken from Hopper (see links at bottom) but corroborated by myself. You'll note that I added stats for Shocking Spheres, which I discovered and proved. All damage values are my own work.

Weapon/Ammo stats
Columns represent Skill level; rows represent distance in sectors. Base damage is in the top left, 20% modifiers (which I call increments) are added or subtracted based on skill level and distance. 0 = None, 1 = Beginner, 2 = Novice, 3 = Expert. All figures in these tables are in-game values, not adjusted for display (see Misc section for more details).

Knife always hits for 20.

Walther (increment = 6)

___0___1___2___3
1 | 30 | 36 | 42 | 48
2 | 24 | 30 | 36 | 42
3 | 18 | 24 | 30 | 36
4 | 12 | 18 | 24 | 30
5 | _6 | 12 | 18 | 24
6 | _0 | _6 | 12 | 18

MP41 (increment = 8)

___0___1___2___3
1 | 40 | 48 | 56 | 64
2 | 32 | 40 | 48 | 56
3 | 24 | 32 | 40 | 48
4 | 16 | 24 | 32 | 40
5 | _8 | 16 | 24 | 32
6 | _0 | _8 | 16 | 24

AK47 Regular/SABOT (increment = 13)

___0___1___2___3
1 | 65 | 78 | 91 | 104
2 | 52 | 65 | 78 | 91
3 | 39 | 52 | 65 | 78
4 | 26 | 39 | 52 | 65
5 | 13 | 26 | 39 | 52
6 | _0 | 13 | 26 | 39

AK47 HE/high explosive (increment = 16)

___0___1___2___3
1 | 80 | 96 |112| 128
2 | 64 | 80 | 96 | 112
3 | 48 | 64 | 80 | 96
4 | 32 | 48 | 64 | 80
5 | 16 | 32 | 48 | 64
6 | _0 | 16 | 32 | 48

M79 Fragmentation (increment = 40)

____0____1____2___3
1 | 200 | 240 | 280 | 320
2 | 160 | 200 | 240 | 280
3 | 120 | 160 | 200 | 240
4 | _80 | 120 | 160 | 200
5 | _40 | _80 | 120 | 160
6 | __0 | _40 | _80 | 120

M79 Projectile (increment = 80)

____0____1____2___3
1 | 400 | 480 | 560 | 640
2 | 320 | 400 | 480 | 560
3 | 240 | 320 | 400 | 480
4 | 160 | 240 | 320 | 400
5 | _80 | 160 | 240 | 320
6 | __0 | _80 | 160 | 240

M79 HE/high explosive (increment = 120)

____0____1____2___3
1 | 600 | 720 | 840 | 960
2 | 480 | 600 | 720 | 840
3 | 360 | 480 | 600 | 720
4 | 240 | 360 | 480 | 600
5 | 120 | 240 | 360 | 480
6 | __0 | 120 | 240 | 360

For frame of reference, here's how the sectors correspond to what you see in-game:

1 sector_ = point blank range
3 sectors = range of vision without flashlight
5 sectors = range of vision with flashlight on
7 sectors = range of IR goggles

Crystal stats:

Crystal damage is chosen randomly (using a uniform distribution) from the following ranges:
Blue 20..34

Yellow N/A 

Orange 55..64

Violet 90..119 

Green 100..199 

Black 10000..10999

Miscellaneous info:

The displayed health bar shifts the decimal point one place to the left from the internal value. Therefore, 'damage taken' in carnage report/stat screen is 10x the amount you see in-game (e.g. getting hit for 15 damage is equivalent to losing 1.5 from your health bar). 'Inflicted damage' is divided by 3 and rounded down before being displayed on the carnage report (for this reason, your weapons seem to do varying damage if the actual value is not evenly divisible by 3).

All values given in the above tables are internal units, and are not adjusted for health bar/damage inflicted displays. HP values in this Misc. info section are given in both adjusted/internal units.

Your HP starts at 6.0/60. You gain 2.0/20 HP for every 4 points scored, so with a maximum score of 44 out of 41 points, you'll end up with 28.0/280 HP.

Each 7 minute unit of rest recovers approximately 1/6 of your health bar. This is not affected by number of hit points. Therefore, filling up your health bar costs you about 42 minutes. If you're wearing the red cloak, you recover 1/12 instead and it takes twice as long (1 hour and 24 minutes).

Poison deals out 0.1/1 damage every 5 seconds. This means it does 1.2/12 damage every minute, and 6.0/60 damage every 5 minutes.

The Alien Gemstone does about .566/5.666... damage every second. This adds up to 17.0/170 damage every 30 seconds. In other words, it will completely drain your health in 50 seconds or less without cheats or potions.

A monster's HP must go into negative before it is defeated. It is still alive if its HP is greater than or equal to 0.

The pale violet potion gives you a 10.0/100 HP buffer against all attacks (but not the HP draining effects of poison and the alien gemstone). It works as a shield that eventually breaks after a certain amount of damage, kind of like body armor in other games. The shield will only break once the buffer value becomes negative.

None skill level applies only to the first shot you make with a weapon, after which you are upgraded to Beginner.

The violet crystal and fragmentation grenades attack the central third of the screen. The green crystal hits all hunters (active monsters) in any direction.

The black crystal isn't an instakill, rather it does 10,000-10,999 damage, and if that puts the monsters hp into negative, it gets stoned - otherwise it has no effect. For this reason, the blue meanie at full health can never be stoned, at ~10,500 it works sometimes, under 10,000 hp the black crystal always works.

A given level can have three different types of monsters. They all have a certain spawn rate, which is a numerical value. Once you've placed the nuke, one of the spawn rates increases (although this does not apply to labyrinth).

The gas mask doesn't have any apparent effect on damage dealt by Barney or headlesses, as far as I can tell.

Nightmare bursts only hit you at 1 sector distance. Other 'melee' attacks by monsters (phantasms, shocking spheres) have a range of 2 sectors. Ghast earthquakes are exceptional -- they hit within an 8 sector radius of the ghast.

Occasionally, the game will prevent you from resting, with a dialog window stating that "You have a strange and inexplicable feeling that it wouldn't be very sly to try and rest right now". Perhaps you've seen this on Ascension. This is not caused by monster proximity, rather, it is triggered by the presence of an airborne projectile.

Links/Works Cited:

Hopper's Health stats (along with more info from Hunsinger and Earthtopus): http://forums.bungie.org/story/?noframes;read=60795
Hunsinger on Weapons: http://forums.bungie.org/story/?noframes;read=61999
Hunsinger on Crystals: http://forums.bungie.org/story/?noframes;read=62017
Hopper on Crystal Recharges: http://forums.bungie.org/story/?noframes;read=61210
More on Crystals: http://pid.bungie.org/Crystals.html
PerseusSpartacus on the Cedar Box: http://forums.bungie.org/story/?noframes;read=61779
Hunsinger on the Labyrinth: http://forums.bungie.org/story/?noframes;read=61977
Hunsinger on Item Specs: http://forums.bungie.org/story/?noframes;read=62018
Hopper on Scenery Corpses: http://forums.bungie.org/story/?noframes;read=62414
Hopper's Archive of saved PiD games: http://www.whpress.com/pid/archive/
PerseusSpartacus on Pathways into Porting (also the source of most of these links) http://forums.bungie.org/story/?noframes;read=62644

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