FM4 Damage Tables
by Lord Plothos
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The four tables below correspond to the four types of weapons for which the
damage you can expect to do to the enemy varies according to your distance.
When outfitting your wanzers, it is often useful to be able to compare the
expected damages of varying combinations of guns and arms, so I used a
simple spreadsheet to generate these tables. They should help make shopping
and such a little easier. If, for instance, you have enough spare power to
equip either a +10 arm and weapon A or a +14 arm and weapon B, you can use
this guide to see which combination would be more effective.
All possible arm modifiers are listed for each weapon, and all weapons of
these four types are listed as well. This has resulted in some entries that
are not actually possible in the game (e.g. only the Durandal get the
Artduex MG, and only the UCS ever has a +18% arm available), so make sure
the combos you're looking at make sense. Weapons from weapon arms are
listed as a reference, and since the arm accuracy modifier for these
weapons cannot be changed, all entries but the relevant one have been
omitted.
There are two rows of numbers for each weapon listed. These represent the
expected damage for that weapon at the extreme ends of its range. That is,
the top row for all for tables represents expected damage at a range of 1.
The bottom for MGs is damage at a range of 4; for SGs at a range of 3, and
for RFs and BZs at a range of 8 (with the exception of the Ziege RF, which
has a maximum range of only 4).
Machine guns and shotguns each fire twice per firefight/gunbattle. The
tables here show expected damage of ONE firing. To compare MGs or SGs to
RFs or BZs, double the damage given. (There is one RF and one pair of BZ
arms that also fire twice in a firefight. They are marked below. Double
them as well.)
The damage for BZs represents the percentage chance to hit with the shell,
plus the full scatter damage. Thus, the BZ table does not reflect the fact
that under some low-accuracy conditions the scatter damage can miss. As a
result, the BZ damage is a bit inflated, especially at low accuracies, due
to poor arms or low base accuracy at maximum range. Example: the Rock Jack
BZ has a 39% base accuracy at a range of 8, and when equipped with a -30%
arm, this is reduced to about a 27%. The damage shown here reflects 27% of
the shell's 180 damage, or 49 plus the full scatter damage of 240 for a
total of 289. Your expected damage for this setup, however, is much lower,
because your scatter damage will rarely hit when your accuracy is this low.
There is simply no information on when scatter damage will hit or miss, so
there is no way to correct the data here. Just bear it in mind. Even with a
+30% arm, the Rock Jack will have only a 50% chance to hit with the shell at
8 squares (unless you get the level bonus, see below), so even with a +30%
arm, the damage on this table is a bit inflated, as scatter will miss here
as well. Worse, these perecentages reflect ideal weather and lighting condi-
tions (see below again). Things can only get worse on the battlefield. Sorry,
but there's just no way to be more precise here.
The damages here assume ideal conditions, and do not reflect modifiers for
inclement weather, nighttime, or obstructions to your line of fire. If you
can do so, it is often a good idea to pump accuracy well above what is needed
to guarantee a 99% in good conditions, because reductions for battlefield
conditions will be somewhat mittigated. These considerations are not
reflected on these tables, which are intended only as a relative reference
guide for easier wanzer outfitting.
Last but not least, the method for calculating these figures (this is all
material forthcoming in a planned update to my beginner's guide and game
mechanics faq):
In FM4, accuracy is dependent on several factors: 1) the base accuracy of
the weapon for the range in question; 2) the accuracy modifier of the arm
pulling the trigger (accuracy for a two-handed weapon is halved if the off-
hand is destroyed, but the accuracy modifier of that arm makes no difference);
3) your level relative to your target; 4) weather and lighting conditions; and
5) whether there's something blocking your line of sight, such as a copse of
trees. The numbers here reflect only the first two of these factors.
Accuracy in good conditions with no level difference works like this:
acc = (base acc of weapon) * (1 + modifier of the arm expressed as a decimal)
[round down]
Thus, an FV-24B MG at a range of 4 in good light and weather weilded with a
+30% arm by a pilot whose level is equal to her target's is NOT 58%+30%=88%,
but rather (58%)*(1.3)=75%. Total damage (prior to modification for the
pilot's weapon proficiency - this will increase damage by as much as 60%, but
does so across the board, and so will not affect the relative worth of the
weapons expressed by these tables unless you're comparing two weapons of
different types, one of which your pilot is more proficient in; thus it has
been left out; see my beginner's guide for detailed info on how this will
modify your damage) if all bullets hit is 300, so since the bullets will
hit 75% of the time, expected average damage over the long haul is
300(.75)=226. This is the number you'll find on the table below.
NOTE: THE PREVIOUS VERSION OF THIS FAQ REFLECTED AN INCORRECT ASSUMPTION
REGARDING THE WAY WEAPON ACCURACY IS CALCULATED. THESE TABLES HAVE BEEN
CORRECTED. THE OLD TABLES ARE WRONG.
Note 2 (see my beginner's guide for more): accuracy will be increased an
additional 9% if your level is higher than that of your target. Thus, if the
FV-24B-firing pilot above is of a (sufficiently?) higher level, her accuracy
will be (58%)*(1.3)*(1.09)=82%, and her average damage will increase to
about 247. As this additional 9% is multiplying the accuracy by something
rather than simply adding to it, it will affect different arm/weapon com-
binations differently. Bear this in mind as well. In general, high accuracies
will be benefitted more; the rich get richer, as it were. I'm considering a
second set of tables for those who expect to be higher level, as this will
be more indicative of what they're going to see. Stay tuned!
Okay, on to the tables. Enjoy!
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MACHINE GUNS
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EXPECTED DAMAGE BY ARM ACC MODIFIERS:
GUN -30 -20 -10 +0 +10 +12 +14 +16 +18 +20 +24 +26 +28 +30
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Raptor 39 45 50 56 62 63 64 65 66 67 69 69 69 69
30 35 39 43 48 49 49 50 51 52 54 55 56 56
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Grave 67 77 86 96 106 108 109 111 113 115 119 119 119 119
52 60 67 74 82 83 85 86 88 89 92 94 95 97
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22s Leo- 72 82 92 102 113 115 117 119 121 123 127 127 127 127
social 56 63 71 79 87 89 90 92 94 95 98 100 102 103
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Gust 500 --- --- --- --- --- --- --- --- --- 134 --- --- --- ---
--- --- --- --- --- --- --- --- --- 126 --- --- --- ---
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Cemetary 84 96 108 120 132 134 137 139 142 144 149 149 149 149
65 74 84 93 102 104 106 108 110 112 115 117 119 121
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Type 65X --- --- --- --- 132 --- --- --- --- --- --- --- --- ---
--- --- --- --- 124 --- --- --- --- --- --- --- --- ---
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Grave S 94 108 121 134 148 151 153 156 159 161 166 166 166 166
73 83 94 104 115 117 119 121 123 125 129 131 133 135
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24s Gray-111 127 143 158 174 174 174 174 174 174 174 174 174 174
eye 97 111 125 139 153 156 159 161 164 167 172 174 174 174
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Juri 1 102 116 131 146 160 163 166 169 172 175 180 180 180 180
79 90 102 113 124 126 129 131 133 135 140 142 144 147
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Leostun 102 116 131 146 160 163 166 169 172 175 180 180 180 180
79 90 102 113 124 126 129 131 133 135 140 142 144 147
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Leostun 113 129 145 161 177 181 184 187 190 190 190 190 190 190
B 87 100 112 125 137 140 142 145 147 150 155 157 160 162
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FV-24 112 128 144 160 176 179 182 186 189 192 198 198 198 198
81 93 104 116 128 130 132 135 137 139 144 146 148 151
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Raptor 114 131 147 163 180 183 186 189 193 196 202 202 202 202
FX 89 101 114 126 139 142 144 147 149 152 157 159 162 164
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Mostro 118 134 151 168 185 188 192 195 198 202 208 208 208 208
24 91 104 117 130 143 146 148 151 154 156 161 164 167 169
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Vampire --- --- --- --- --- --- --- 217 --- --- --- --- --- ---
--- --- --- --- --- --- --- 179 --- --- --- --- --- ---
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Grave 128 146 164 182 201 204 208 212 215 219 226 226 226 226
S-II 99 113 127 141 155 158 161 164 167 170 175 178 181 184
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Cemetary 134 154 173 192 211 215 219 223 227 230 238 238 238 238
10 104 119 134 149 164 167 170 173 176 179 185 187 190 193
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Artas- 143 154 184 205 225 229 233 238 242 245 253 253 253 253
sault 111 127 143 159 175 178 181 184 187 190 197 200 203 206
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Artdeux 166 190 214 238 261 261 261 261 261 261 261 261 261 261
146 167 188 209 229 234 238 242 246 250 259 261 261 261
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Mostro 155 177 199 221 243 247 252 256 261 265 273 273 273 273
II 120 137 154 171 188 192 195 198 202 205 212 216 219 222
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FV-24B 168 192 216 240 264 269 274 278 283 288 297 297 297 297
122 139 157 174 191 195 198 202 205 209 216 219 223 226
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GUN -30 -20 -10 +0 +10 +12 +14 +16 +18 +20 +24 +26 +28 +30
SHOTGUNS
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EXPECTED DAMAGE BY ARM ACC MODIFIERS:
GUN -30 -20 -10 +0 +10 +12 +14 +16 +18 +20 +24 +26 +28 +30
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Gale 37 42 47 53 58 59 60 61 62 63 65 66 67 68
28 32 37 41 45 45 46 47 48 49 50 51 52 53
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Catsray 53 60 68 75 83 84 86 87 89 90 93 95 96 98
41 46 52 58 64 65 66 67 68 70 72 73 74 75
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Kirisi- 63 72 81 90 99 101 103 104 106 108 112 113 115 117
ma 51 49 56 63 70 77 78 79 81 82 84 86 88 89 90
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Gale SG 76 86 97 108 119 121 123 125 127 130 134 136 138 140
58 67 75 84 92 94 95 97 99 100 104 105 107 109
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Catsray 82 94 105 117 129 131 133 136 138 140 145 147 150 152
X 63 72 81 90 100 101 103 105 107 109 112 114 116 118
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Kirishi- 88 100 113 126 139 141 144 146 149 151 156 159 161 164
ma 55 75 86 97 108 118 120 123 125 127 129 133 135 138 140
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Auden 89 102 115 128 140 143 145 148 150 153 158 161 163 166
M70 76 87 98 109 120 122 124 126 128 131 135 137 139 141
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Catsray 95 108 122 135 149 151 154 157 159 162 167 170 173 176
X2 81 92 104 115 127 129 131 134 136 138 143 145 147 150
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Circular 101 115 130 144 158 161 164 167 170 173 179 181 184 187
86 98 111 123 135 138 140 143 145 147 152 155 157 160
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Auden 105 120 135 150 165 168 171 174 177 180 186 189 192 195
M75 87 102 115 128 141 143 146 148 151 154 159 161 164 166
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State 18 109 125 140 156 172 175 178 181 184 187 193 197 200 203
93 106 120 133 146 149 152 154 157 160 165 168 170 173
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Gale 113 130 146 162 178 181 185 188 191 194 201 204 207 211
SG-II 97 111 124 138 152 155 158 160 163 166 171 174 177 180
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Girino 120 137 154 171 188 192 195 198 202 205 212 215 219 222
102 117 131 146 160 163 166 169 172 175 181 184 187 190
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Averla 126 144 162 180 198 202 205 209 212 216 223 227 230 234
108 123 134 154 169 172 175 178 181 184 190 194 197 200
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State 20 132 151 170 189 208 212 215 219 223 227 234 238 242 246
113 129 145 161 177 181 184 187 190 194 200 203 206 210
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Girino 2 158 180 203 225 248 252 257 261 266 270 279 284 288 293
134 154 173 192 211 215 219 223 227 230 238 242 246 250
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Black- 158 180 203 225 248 252 257 261 266 270 279 284 288 293
stone 134 154 173 192 211 215 219 223 227 230 238 242 246 250
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GUN -30 -20 -10 +0 +10 +12 +14 +16 +18 +20 +24 +26 +28 +30
RIFLES
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EXPECTED DAMAGE BY ARM ACC MODIFIERS:
GUN -30 -20 -10 +0 +10 +12 +14 +16 +18 +20 +24 +26 +28 +30
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Type 5 100 114 128 143 149 149 149 149 149 149 149 149 149 149
97 98 111 123 135 138 140 143 145 148 149 149 149 149
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Winee 110 125 141 157 172 172 172 172 172 172 172 172 172 172
88 100 113 125 138 140 143 145 148 150 155 158 160 163
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Glowtusk 121 138 156 173 190 190 190 190 190 190 190 190 190 190
90 103 116 129 142 144 147 149 152 154 160 162 165 167
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Anaconda 129 147 166 184 192 192 192 192 192 192 192 192 192 192
120 137 154 171 188 191 192 192 192 192 192 192 192 192
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Hexafire 145 166 186 207 228 228 228 228 228 228 228 228 228 228
108 123 139 154 170 173 176 178 182 185 191 194 197 200
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Type 502 160 182 205 228 238 238 238 238 238 238 238 238 238 238
128 146 164 182 201 204 208 212 215 219 226 230 233 237
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Srab 164 187 211 234 257 257 257 257 257 257 257 257 257 257
122 139 157 174 192 195 199 201 206 209 216 219 223 226
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Ibis 176 202 227 252 277 277 277 277 277 277 277 277 277 277
131 150 169 188 206 210 214 218 221 225 233 236 240 244
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Glowtusk 193 220 248 276 287 287 287 287 287 287 287 287 287 287
SE 154 176 198 220 242 247 251 256 260 264 273 278 282 287
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Ziege* 210 240 270 297 297 297 297 297 297 297 297 297 297 297
204 233 262 291 297 297 297 297 297 297 297 297 297 297
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Winee RR 195 223 251 279 307 307 307 307 307 307 307 307 307 307
145 166 187 208 228 233 237 241 245 249 258 262 266 270
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Firebird 210 240 270 300 330 330 330 330 330 330 330 330 330 330
156 178 201 223 245 250 254 259 263 268 277 281 286 290
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GUN -30 -20 -10 +0 +10 +12 +14 +16 +18 +20 +24 +26 +28 +30
* - The Ziege rifle has a maximum range of only 4, and can fire twice. This
table reflects the expected damage of only ONE shot, so double the number to
compare it against other rifles.
BAZOOKAS
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EXPECTED DAMAGE BY ARM ACC MODIFIERS:
GUN -30 -20 -10 +0 +10 +12 +14 +16 +18 +20 +24 +26 +28 +30
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Boa 36 169 176 183 190 197 198 180 201 203 204 207 208 210 211
147 151 155 159 163 164 164 165 166 167 168 169 170 170
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Gnautz 219 227 236 244 252 254 256 257 259 261 264 266 268 269
193 197 202 207 211 212 213 214 215 216 218 219 220 221
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Banish 227 237 246 256 266 268 269 271 273 275 279 279 279 279
210 218 225 232 239 241 242 244 245 246 249 251 252 254
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Hornet --- --- --- --- --- --- --- --- --- 278 --- --- --- ---
--- --- --- --- --- --- --- --- --- 236 --- --- --- ---
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M405 A 267 277 286 296 306 308 309 311 313 315 319 319 319 319
250 258 265 272 279 281 282 284 285 286 289 291 292 294
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Minotaur*--- --- --- --- --- --- --- --- --- --- 316 --- --- ---
--- --- --- --- --- --- --- --- --- --- 276 --- --- ---
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Be-11 269 278 288 298 308 310 312 314 316 318 322 323 325 327
238 244 249 255 260 261 262 263 264 266 268 269 270 271
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Hornet II--- --- --- --- --- --- --- --- --- --- 339 --- --- ---
--- --- --- --- --- --- --- --- --- --- 289 --- --- ---
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Grom 330 342 355 368 381 383 386 388 391 394 398 398 398 398
307 317 326 336 346 348 349 351 353 355 359 361 363 364
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Rock 328 340 353 366 379 381 384 386 389 391 396 399 401 404
Jack 289 296 303 310 317 319 320 321 323 324 327 328 330 331
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GUN -30 -20 -10 +0 +10 +12 +14 +16 +18 +20 +24 +26 +28 +30
* - The Minotaur BZ can fire twice per firefight, unlike every other BZ. This
table reflects the expected damage of only ONE shot, so double the number to
compare it against other bazookas.
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Legal: This FAQ is for distribution through gamefaqs.com
only, and is intended solely for the assistance of the
Front Mission 4 player as he is playing Front Mission 4.
No part of this FAQ may be reproduced, used, or cited for
any reason, for profit or otherwise, without written
permission from the author.
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Contact Information: For advice, comments, or questions,
you may contact me at holopanien<at>juno.com. Info on
mistakes, gaps or other errors will be greatly
appreciated. Please please please let me know if you
find an error!!!
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Copyright 2004 Ben Fiedor