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		<title>Beaming: Reply to Bullet Damage Calculation</title>
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		<updated>2017-08-25T15:48:27Z</updated>

		<summary type="html">&lt;p&gt;Reply to &lt;a href=&quot;/wiki/Thread:Talk:SuperRamFire/Bullet_Damage_Calculation&quot; title=&quot;Thread:Talk:SuperRamFire/Bullet Damage Calculation&quot;&gt;Bullet Damage Calculation&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;4 * BULLET_POWER  is quite reasonable. Bullets hits are rare. A bot usually spends more energy firing to the enemy then by hits taken. Thus there is an extra reward/punishment multiplier when a bot get hit. If we remove this term from the equation than bullets with BULLET_POWER &amp;lt;= 1 would do no damage at all. Which would be strange.&lt;br /&gt;
&lt;br /&gt;
The real question why  there is  2 * max(0, BULLET_POWER - 1) term. It gives an extra bonus to a high energy bullet. I guess it is the original authors way to reward slow moving (high energy) bullets which&lt;br /&gt;
have less chance to hit a target. Why the reward is not continuous function of the BULLET_POWER is beyond me.&lt;/div&gt;</summary>
		<author><name>Beaming</name></author>
		
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