LAS-98 Laser Cannon: Heat-Driven Armor Penetration and Damage Ladder
====================================================================
Make the Laser Cannon's armor penetration (AP) and damage progress based on the weapon's own heat.
If you want high AP, you must deliberately keep the temperature in the dangerous range.
1. Dependencies and Installation
--------------------------------
Required: Bingus Shared Loader v15 or newer / API 1
Installation: Import LAS98-Heat-Driven-Ramp.zip into Arsenal
Conflict warning: Any mod that modifies LAS-98 will conflict.
I have already used Lag Watchdog to check this mod's overhead. Aside from the initial read/write phase, the overhead at all other times is around 2 ms/s.
2. Heat Ladder
--------------
Heat rises at 8 °C/s, overheats at 100 °C → takes 12.5 seconds to reach full heat.
Stage Heat Range Armor Penetration AP Damage / Durable Damage
S1 0 – 25 % 3 350 / 200
S2 25 – 50 % 4 350 / 200
S3 50 – 75 % 5 350 / 200
S4 75 – 100 % 6 400 / 230
3. Damage Calculation Process
-----------------------------
1) Bile Titan Head — 1500 HP, 95% durability, armor 4
Single-hit damage for the three effective stages:
S2 AP4 = armor 4 → 65%
(350 × 0.05 + 200 × 0.95) × 0.65 = 207.5 × 0.65 = 134.875 → floor = 134
S3 AP5 > armor 4 → 100%
350 × 0.05 + 200 × 0.95 = 207.5 → floor = 207
S4 AP6 > armor 4 → 100%
400 × 0.05 + 230 × 0.95 = 238.5 → floor = 238
Cumulative per second:
t Stage Single Total Notes
1–3 S1 0 0 Ricochet, warm-up dead zone
4–6 S2 134 402
7–9 S3 207 1023
10 S4 238 1261
11 S4 238 1499 1 HP short
12 S4 238 1737
Kill
Bile Titan head is killed at t = 12 seconds. The remaining 0.5 seconds is reaction margin before overheat.
2) Charger Head — 1600 HP, 100% durability, armor 4
At 100% durability, the formula degenerates to directly using "Durable Damage":
S2 AP4 = armor 4 → 65% 200 × 0.65 = 130
S3 AP5 > armor 4 → 100% 200 = 200
S4 AP6 > armor 4 → 100% 230 = 230
Cumulative per second:
t Stage Single Total Notes
1–3 S1 0 0 Ricochet
4–6 S2 130 390
7–9 S3 200 990
10 S4 230 1220
11 S4 230 1450
12 S4 230 1680
Kill (1600 HP)
Charger head is also killed at t = 12 seconds, with 80 points of margin.
If you hit continuously the entire time, both the Titan and the Charger go down at second 12, while the weapon overheats at 12.5 seconds—leaving only 0.5 seconds of tolerance. Releasing the trigger to cool down midway will drag it out; this is intentional design.
4. Something Wrong? Upload This Log
------------------------------------
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\LaserCannonHeatRamp.log
(You can paste %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs directly into the File Explorer address bar to go there.)
When reporting a problem, please upload the entire log file.
Known Limitations
--------------------
- The Laser Sentry shares the same damage row. While holding the laser cannon, deployed Laser Sentries' damage will also change accordingly. This is determined by the game's data structure and cannot be separated.
- The heat chain depends on internal game offsets, and may need adaptation after a major game update. At that time, the log will clearly report an error.
Only after I tried making a mod myself did I realize how time-consuming, labor-intensive, and token-consuming this is.
Respect to all modders.
LAS-98 激光大炮:热量驱动穿甲与伤害阶梯
========================================
让激光大炮的穿甲等级(AP)和伤害随武器自身热量递进。
想要高穿甲,就必须把温度控制在危险区间。
一、依赖与安装
----------------
必需:Bingus Shared Loader v15 或更新 / API 1
安装:把 LAS98-Heat-Driven-Ramp.zip 导入 Arsenal
冲突提醒:任何修改LAS-98 的 mod 都会冲突
我已经使用Lag Watchdog检查过此mod的开销,除了一开始读取写入阶段, 其余时间开销均在 2ms/s.
二、热量阶梯
----------------
热量以 8 °C/秒 上涨,100 °C 过热 → 满热需要 12.5 秒。
阶段 热量区间 穿甲 AP 伤害 / 耐久伤害
S1 0 – 25 % 3 350 / 200
S2 25 – 50 % 4 350 / 200
S3 50 – 75 % 5 350 / 200
S4 75 – 100 % 6 400 / 230
S0 过热锁定 / 收枪 / 读不到热量 4 350 / 200(原版)
三、伤害计算过程
----------------
1, Bile Titan 头部—— 1500 HP,耐久 95%,装甲 4
三个有效阶段的单次伤害:
S2 AP4 = 装甲4 → 65%
(350 × 0.05 + 200 × 0.95) × 0.65 = 207.5 × 0.65 = 134.875 → 向下取整 = 134
S3 AP5 > 装甲4 → 100%
350 × 0.05 + 200 × 0.95 = 207.5 → 向下取整 = 207
S4 AP6 > 装甲4 → 100%
400 × 0.05 + 230 × 0.95 = 238.5 → 向下取整 = 238
逐秒累计:
t 阶段 单次 累计 说明
1–3 S1 0 0 跳弹,预热空窗
4–6 S2 134 402
7–9 S3 207 1023
10 S4 238 1261
11 S4 238 1499 差 1 点血
12 S4 238 1737
击杀
泰坦头在 t = 12 秒击杀。剩余 0.5 秒是给过热的反应余量。
2, Charger 头部 —— 1600 HP,耐久 100%,装甲 4
耐久 100% 时公式退化成直接用「耐久伤害」:
S2 AP4 = 装甲4 → 65% 200 × 0.65 = 130
S3 AP5 > 装甲4 → 100% 200 = 200
S4 AP6 > 装甲4 → 100% 230 = 230
逐秒累计:
t 阶段 单次 累计 说明
1–3 S1 0 0 跳弹
4–6 S2 130 390
7–9 S3 200 990
10 S4 230 1220
11 S4 230 1450
12 S4 230 1680
击杀(1600 HP)
牛牛头同样在 t = 12 秒击杀,余量 80 点。
全程持续命中的话,泰坦和牛牛都在第 12 秒倒下,
而武器在 12.5 秒过热——只留 0.5 秒容错。中途松手降温就会拖长,这是设计意图。
四、出问题了?上传这个日志
----------------
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\LaserCannonHeatRamp.log
(在文件资源管理器地址栏直接粘贴 %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs 可以直达)
反馈问题时请整个日志文件一起上传。
已知限制
----------------
- 激光哨戒炮共用同一行伤害数据。手持激光炮时,场上部署的激光哨戒炮伤害也会跟着变。
这是游戏数据结构决定的,无法单独分离。
- 本 mod 修改的是「手持激光炮时」的全局伤害行,因此必须手握着炮才会生效。
- 热量链路依赖游戏内部偏移,游戏大版本更新后可能需要适配。届时日志会明确报错。
只有我自己尝试做一个mod之后才发现这有多耗时耗力耗token.
Respect to all modders.
====================================================================
Make the Laser Cannon's armor penetration (AP) and damage progress based on the weapon's own heat.
If you want high AP, you must deliberately keep the temperature in the dangerous range.
1. Dependencies and Installation
--------------------------------
Required: Bingus Shared Loader v15 or newer / API 1
Installation: Import LAS98-Heat-Driven-Ramp.zip into Arsenal
Conflict warning: Any mod that modifies LAS-98 will conflict.
I have already used Lag Watchdog to check this mod's overhead. Aside from the initial read/write phase, the overhead at all other times is around 2 ms/s.
2. Heat Ladder
--------------
Heat rises at 8 °C/s, overheats at 100 °C → takes 12.5 seconds to reach full heat.
Stage Heat Range Armor Penetration AP Damage / Durable Damage
S1 0 – 25 % 3 350 / 200
S2 25 – 50 % 4 350 / 200
S3 50 – 75 % 5 350 / 200
S4 75 – 100 % 6 400 / 230
3. Damage Calculation Process
-----------------------------
1) Bile Titan Head — 1500 HP, 95% durability, armor 4
Single-hit damage for the three effective stages:
S2 AP4 = armor 4 → 65%
(350 × 0.05 + 200 × 0.95) × 0.65 = 207.5 × 0.65 = 134.875 → floor = 134
S3 AP5 > armor 4 → 100%
350 × 0.05 + 200 × 0.95 = 207.5 → floor = 207
S4 AP6 > armor 4 → 100%
400 × 0.05 + 230 × 0.95 = 238.5 → floor = 238
Cumulative per second:
t Stage Single Total Notes
1–3 S1 0 0 Ricochet, warm-up dead zone
4–6 S2 134 402
7–9 S3 207 1023
10 S4 238 1261
11 S4 238 1499 1 HP short
12 S4 238 1737
Bile Titan head is killed at t = 12 seconds. The remaining 0.5 seconds is reaction margin before overheat.
2) Charger Head — 1600 HP, 100% durability, armor 4
At 100% durability, the formula degenerates to directly using "Durable Damage":
S2 AP4 = armor 4 → 65% 200 × 0.65 = 130
S3 AP5 > armor 4 → 100% 200 = 200
S4 AP6 > armor 4 → 100% 230 = 230
Cumulative per second:
t Stage Single Total Notes
1–3 S1 0 0 Ricochet
4–6 S2 130 390
7–9 S3 200 990
10 S4 230 1220
11 S4 230 1450
12 S4 230 1680
Charger head is also killed at t = 12 seconds, with 80 points of margin.
If you hit continuously the entire time, both the Titan and the Charger go down at second 12, while the weapon overheats at 12.5 seconds—leaving only 0.5 seconds of tolerance. Releasing the trigger to cool down midway will drag it out; this is intentional design.
4. Something Wrong? Upload This Log
------------------------------------
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\LaserCannonHeatRamp.log
(You can paste %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs directly into the File Explorer address bar to go there.)
When reporting a problem, please upload the entire log file.
Known Limitations
--------------------
- The Laser Sentry shares the same damage row. While holding the laser cannon, deployed Laser Sentries' damage will also change accordingly. This is determined by the game's data structure and cannot be separated.
- The heat chain depends on internal game offsets, and may need adaptation after a major game update. At that time, the log will clearly report an error.
Only after I tried making a mod myself did I realize how time-consuming, labor-intensive, and token-consuming this is.
Respect to all modders.
LAS-98 激光大炮:热量驱动穿甲与伤害阶梯
========================================
让激光大炮的穿甲等级(AP)和伤害随武器自身热量递进。
想要高穿甲,就必须把温度控制在危险区间。
一、依赖与安装
----------------
必需:Bingus Shared Loader v15 或更新 / API 1
安装:把 LAS98-Heat-Driven-Ramp.zip 导入 Arsenal
冲突提醒:任何修改LAS-98 的 mod 都会冲突
我已经使用Lag Watchdog检查过此mod的开销,除了一开始读取写入阶段, 其余时间开销均在 2ms/s.
二、热量阶梯
----------------
热量以 8 °C/秒 上涨,100 °C 过热 → 满热需要 12.5 秒。
阶段 热量区间 穿甲 AP 伤害 / 耐久伤害
S1 0 – 25 % 3 350 / 200
S2 25 – 50 % 4 350 / 200
S3 50 – 75 % 5 350 / 200
S4 75 – 100 % 6 400 / 230
S0 过热锁定 / 收枪 / 读不到热量 4 350 / 200(原版)
三、伤害计算过程
----------------
1, Bile Titan 头部—— 1500 HP,耐久 95%,装甲 4
三个有效阶段的单次伤害:
S2 AP4 = 装甲4 → 65%
(350 × 0.05 + 200 × 0.95) × 0.65 = 207.5 × 0.65 = 134.875 → 向下取整 = 134
S3 AP5 > 装甲4 → 100%
350 × 0.05 + 200 × 0.95 = 207.5 → 向下取整 = 207
S4 AP6 > 装甲4 → 100%
400 × 0.05 + 230 × 0.95 = 238.5 → 向下取整 = 238
逐秒累计:
t 阶段 单次 累计 说明
1–3 S1 0 0 跳弹,预热空窗
4–6 S2 134 402
7–9 S3 207 1023
10 S4 238 1261
11 S4 238 1499 差 1 点血
12 S4 238 1737
泰坦头在 t = 12 秒击杀。剩余 0.5 秒是给过热的反应余量。
2, Charger 头部 —— 1600 HP,耐久 100%,装甲 4
耐久 100% 时公式退化成直接用「耐久伤害」:
S2 AP4 = 装甲4 → 65% 200 × 0.65 = 130
S3 AP5 > 装甲4 → 100% 200 = 200
S4 AP6 > 装甲4 → 100% 230 = 230
逐秒累计:
t 阶段 单次 累计 说明
1–3 S1 0 0 跳弹
4–6 S2 130 390
7–9 S3 200 990
10 S4 230 1220
11 S4 230 1450
12 S4 230 1680
牛牛头同样在 t = 12 秒击杀,余量 80 点。
全程持续命中的话,泰坦和牛牛都在第 12 秒倒下,
而武器在 12.5 秒过热——只留 0.5 秒容错。中途松手降温就会拖长,这是设计意图。
四、出问题了?上传这个日志
----------------
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\LaserCannonHeatRamp.log
(在文件资源管理器地址栏直接粘贴 %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs 可以直达)
反馈问题时请整个日志文件一起上传。
已知限制
----------------
- 激光哨戒炮共用同一行伤害数据。手持激光炮时,场上部署的激光哨戒炮伤害也会跟着变。
这是游戏数据结构决定的,无法单独分离。
- 本 mod 修改的是「手持激光炮时」的全局伤害行,因此必须手握着炮才会生效。
- 热量链路依赖游戏内部偏移,游戏大版本更新后可能需要适配。届时日志会明确报错。
只有我自己尝试做一个mod之后才发现这有多耗时耗力耗token.
Respect to all modders.
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