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many thanks to jerbs skill speed of
gaming jiren daisy podcast and tigers
tag west for making this video possible
huge balancing changes have come to
daisy 1.12 that drastically impact
weapon damage and armor values in game
potentially changing gunplay as a whole
and shaping the future of dayz combat as
we know it so in this video i'm going to
be breaking down what these changes are
by covering these four topics
if you didn't know when you get shot you
take health blood and shock damage
here's how much health damage each ammo
type did before 1.12
in the chest of a naked player and here
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are the changes
added in this patch so looking at
buckshot that's a reduction of
27 as it's gone from 34 damage per
pellet
to 25 damage propeller instead and just
in case you didn't know
it fires eight pellets at a time so
that's 200 damage
per shot it does now which means raiding
will be more difficult in this patch
second we have slugs for the shotguns
again and this weapon has no change when
it comes to health damage
556 rounds fired by the m4 and the
ak-1a1 with a monstrous buff here of 81
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extra damage per shot capable of
one-shotting a play in the chest up
close
however looking at the ammo used by the
ak-74s there's only a 36 percent damage
buff here compared making the ak-74s the
inferior weapon for damage among the
assault rifles
the seven six two by five fours fired by
the mozin and the svd are up a huge
54 in damage along with the winchester
rounds having the same damage buff
the 762x39 is fired but the akm and sks
are up a giant 81 percent like the 556
rounds
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the 45 rounds have the smallest buff
here of just one
extra damage or an increase of three
percent but that's good compared to the
357 rounds which have a monstrous nerf
of
52 percent less damage now inflicting
over 50
less damage per shot and yes this
applies to the magnum deagle and the
repeater
the 9mm rounds are up 34 which is
surprising because they do the same
damage as a 45 rounds now
the 380s are up a nice 42 percent
bringing the macro off more in line with
the other pistols in the game
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however the mk2 and sporter are still
very weak with a buff of just 11 percent
buffing up to 20 damage instead of 18.
the 9x39s now have 25 percent less
damage at minus 26
damage here and the rubber slugs have a
50 boost in health damage not that it
has
much health damage moving on to blood
damage there are no changes to blood
damage as far as i can tell in this
patch
if you've noticed any changes let me
know in the comments and the third type
of damage is shock damage which has
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changed
a lot in this patch too here are the
numbers from the previous patches
and these are the shock damage values
from 1.12
to blast through this quickly here are
all the percentage changes to shock
damage
so if you want to knock a player out in
this patch these are the best rounds to
do so with the best here being the
rubber shells doing twice
the shock damage they did in previous
patches i think until there's been more
time it's difficult to say if more
firefights will end in someone going
unconscious now but judging by what i've
seen so far
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that will probably be the case meaning
that players will probably need to
manage their shock stat better now
and use shock as a tactic to bring down
enemies
moving on to the second on our list and
that's damage
drop-off in previous patches damage
would remain the same until it lost a
certain percentage of its velocity
resulting in lines like this that show a
fixed amount of damage
than a steep drop off over time however
in this patch the distance at which
damage remains
fixed is much much lower now it almost
doesn't exist in the game anymore but it
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does still exist
for example this is the five five six
round five with the m4 in the ak-101
in previous patches it did 55 damage and
the damage of this round didn't start
dropping off
until 330 meters which means it would do
55 damage up into 330 meters and then
start to drop off like this
now as i showed you earlier the 556
round does 100 damage per shot now
and drops off after just five percent
of its velocity being lost so at just 70
meters
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the 556 round will no longer one shot a
player as seen here
however because of the way the damage
drop-off formula works if it still works
the same way
the sooner the damage drops off the
slower it drops off to
so while it does drop off sooner at 70
meters it drops off much
much slower over its remaining distance
most rounds in daisy are like this now
so that means that most rounds in dayz
will drop off damage much much slower
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third on our list is armor and i'm sure
this is one that many of people are
interested in here
specifically the plate carrier vest in
previous patches this first could tank
eight shots from the nine mil
and six shots from the 45 round now both
of these weapons
require 10 shots to kill a player with a
pristine plate carrier on
making lower caliber rounds much weaker
against armor
however because of the damage nerf of
the 357 rounds it will now take you
seven
357 rounds to kill a player wearing a
plate carrier vest
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up from just two on the other hand the
akm and sks
still requires the same amount of shots
at four shots to kill a player with a
plate carry vest on
so there's no change there this means
that lower caliber rounds in the game
are going to be punished when you're
fighting against armor
as a tip for the plate carrier vest here
it used to absorb 50 damage but now as
of 1.12
absorbs 75 damage instead i'll be doing
more tests with armor because that's
very interesting to me i want to know
which other armor pieces have changed
too
so i'll be doing a stream next week
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finally for this video
stunning players is a topic on a lot of
people's minds at the moment
basically when you're shot by any ammo
type that is not these three low caliber
rounds
you become stunned
here is a clip by mike to show you this
in action
the 762 by three nine round five by the
sks is capable of causing this stun
like most ammo types will in dayz now
this stun knocks the player back
and doesn't allow them to do anything
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for a certain amount of time
obviously giving the shooter a huge
advantage
now this stun only affects players when
they're shot in the head
or the torso and armor doesn't seem to
reduce the chance of a stun
occurring in fact it doesn't seem to be
chance based at all
as long as you're using these ammo types
and you shoot your enemy in the head or
the chest
they will become stunned as an
unintentional bonus here from mike he
managed to knock this player out with
one shot
now because the sks does 100 damage at
this range
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it means the stab vest that this player
was using protected this guy from
certain death but because the 762x39
round now has 110 shock damage the sks
knocked him out instead
which might mean that shock damage
bypasses armor in dayz
this means armor might only be useful
for preventing death not
unconsciousness resulting in a lot more
unconscious gunfights when geared
players fight each other
potentially now i don't mean to toot my
own horn here but i can imagine the devs
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will watch this video and read the
comments so this is the time to make
your voice heard
and ensure the game heads in the right
direction because this patch in
particular
is pivotal to how pvp will feel in the
coming months or even years
use the comments below on this video
let's give the devs some feedback
and make this game better for everybody
a huge thanks to mike for providing the
armor damage numbers in this video i
will be doing more tests on stream to
see if we can discover more about armor
thank you very much for watching and
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have a good easter
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