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anglický originál
{510}{}{AC Mod: %d}
{511}{}{DR Mod: %d}
{512}{}{Dmg Mod: %d/%d}
původní český překlad
{510}{}{TZ mód: %d}
{511}{}{DR mód: %d}
{512}{}{Účinek: %d/%d}
nový překlad
{510}{}{Mod. TZ: %d} - Modifikátor třídy zbroje
{511}{}{Mod. OVP: %d} - Modifikátor odolnosti vůči poškození
{512}{}{Mod. Poškození: %d/%d} - Modifikátor poškození
Trocha chytrého textu, aby bylo jasné, proč jsem to změnilAC MOD: This is the property of ammo that determines whether it will
counteract, enhance, or leave unchanged the AC of a target when determining
whether or not the bullet will hit the target. The AC Mod is a either a
positive or negative number (or zero), and is probably added to the target's
AC when determining whether or not the armor will completely deflect the
bullet. Therefore, ammo with a negative AC Mod (such as -35) is going to be
more likely to penetrate armor than ammo with a positive AC Mod (such as 10).
For some reason, the people who designed the Fallout 1 & 2 game engine decided
not to use different AC Mod vaules for Armor-Piercing [AP] ammo than they used
for normal (such as Jacketed Hollow-Point [JHP]) ammo, meaning that AP ammo
isn't any better at punching through high-AC armor than non-AP ammo. This is a
shame because it cuts the usefulness of AP ammo in half.
DR MOD: As you may have guessed, DR Mod is just like AC Mod, only it applies
to the Damage Resistance [DR] of the target's armor when determining how much
damage from an attack is absorbed by the target's armor. The DR Mod of ammo is
also a positive, negative, or zero number, just like AR Mod, and is also
(probably) added to the target's armor's DR Mod, just like with the ammo's AC
Mod. A suit of armor is able to absorb less damage from a bullet with a
negative DR Mod (such as -10) than from a bullet with a positive DR Mod (such
as 25).
The reason I said earlier that Armor-Piercing [AP] ammo is half as useful as
it could be (as opposed to utterly useless) is that most AP ammo _does_ have a
lower DR Mod than most non-AP ammo of the same caliber. This basically means
that, while a 10mm AP round is going to be just as likely to bounce off of
armor as 10mm JHP, that same suit of armor isn't going to absorb as much of
the damage from the 10mm AP bullet as it would from a 10mm JHP round.
DMG MOD: This is the ammo stat that I'm least sure of, but my best guess is
that it's a fraction that determines how much more or less damage the ammo
does than the base damage range of the weapon that fires that ammo. Dmg Mod
values are usually expressed as fractions such as 1/2 (half damage), 1/1
(normal damage), and 2/1 (double damage).
plus ještě Fallout Wiki
http://fallout.wikia.com/wiki/10mm_AP