Using Meridian's own words: weapon power => +power bonus => roll => damage
Note: it's assumed that the weapon here is a firearm1. It makes no logical sense to say "weapon power". The weapon itself does not affect bullet's lethality.
2. It doesn't matter if you shoot a 5.56mm NATO with an M16 or a FAMAS, the bullet's parameters remain the same.
2+.
Well, not completely, there are some things the weapon itself affects, but for the sake of simplicity let's assume that they're insignificant enough to be ignored.So it's not "weapon power", it's "bullet power".
But then we have power bonus.
And I think it's bullshit.
See, the issue here is that bullet power is bullet's own value, independent of the shooter or the weapon.
But power bonus actually makes a weird scenario where the bullet's lethality is somehow affected by the shooter.
I don't think X-Com soldiers wield such arcane magic to magically affect the bullet mid-flight.Think of it: how's being more accurate or reactive should give you any way to increase the damage you inflict?Let's talk about the roll.
The way I see it is probably the same as Julian envisioned: it's a way to simulate uncertainty of the hit.
Maybe you hit a hat or something.
It's okay. While I still think it's BS that you may get 0 damage roll despite HITTING, at least I can see the logic behind this.
So where to apply power bonus then?
I think it should be applied to the roll itself.
Why?
Easy:
bias.
Power bonus is definitely a weapon's own value. It must indicate something about the weapon itself.
Now, my assumption as to how it would affect end damage is ergonomics.
For the sake of clarity, I will call power bonus "ergo bonus" because it's no longer a power bonus.Possible explanations for stats and ergo bonus:
Accuracy is probably done by adding some kind of stabilizers and stuff to the weapon. It's not as useful for rookies as it is for specialists.
Reaction ergo bonus is probably something like how the weapon fits nicely in the hand and can be used while moving easier.
Bravery makes no sense, but whatever.
Basically all of those stats indicate how a soldier is used to this kind of weapon which allows him to use it easier.
Where does the extra damage come from then? It doesn't.
It does NOT increase bullet's lethality, but it allows the soldier to be, on average, more
consistent and effective at hitting the target in vurnerable spots.
The soldier has at least
some control over where the target will be hit, but it's still random.
Basically the distribution is shifted, that is, there is bias.
As such, making power bonus apply after the roll will bring a weird transition state between 0%-200% and 50%-150%. However, for this case the range is dependent on the soldier themselves.As such, ergo bonus represents a probability that the low-end of the distribution will be shifted into the high-end.
That means that if you roll less than 100% of damage, you have a chance that is equal to ergo bonus to add 100% to this roll.
This is represented with the following histograms:
They should be easy to read, but in brief: 10000 simulated rolls, x axis - roll value, y axis - amount of rolls with this value, red line is local mean of window size of 10 (that is, +-4 units from this point)
Therefore ergo bonus does the same thing as power bonus: increasing average damage (represented by red vertical line here), but not increasing the actual max and min damage.
However, it must be noted that power bonus actually makes sense for melee weapons.
You're holding a melee weapon in your hand and how it performs is significantly affected by your own stats.