The Huge Damage Changes in DayZ 1.12 | Damage & Armor Update

The Huge Damage Changes in DayZ 1.12 | Damage & Armor Update

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00:00
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
00:30
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
01:01
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
01:32
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
02:04
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
02:35
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
03:05
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
03:37
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
04:06
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
04:40
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
05:10
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
05:42
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
06:21
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
06:52
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
07:23
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
07:49
have a good easter [Music] go

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