Not sure if there's enough steam to continue this, but I'll start it up anyways. Here's the final (so far) formula:
=MAX(((((((((DAM+DM)*#PRO*(0.5+(WS*0.005)))+AOE+EMP)+(CRIT*CM))*(1-(DR/100)))-(MAX(((DT-AE)*AM),0)))*SA*HS*ADM*DIFF*PM*CH)+(FD*PM)),(DAM*0.2))
DAM=WEAPON DAMAGE
DM=DAMAGE+ WEAPON MOD
AOE=AREA OF EFFECT DAMAGE
EMP=ELECTROMAGNETIC PULSE EFFECT
#PRO=NUMBER OF PROJECTILES
WS=WEAPON SKILL LEVEL
CRIT=CRITICAL HIT DAMAMGE
CM=CRITICAL HIT DAMAGE MODIFIERS (BETTER CRITICALS,JUST LUCKY i'M ALIVE, HUNTER,THE PROFESSIONAL)
DR=TARGET DAMAGE RESISTANCE
DT=TARGET DAMAGE THRESHOLD
AE=AMMO DAMAGE THRESHOLD NEGATING EFFECT
AM=AMMUNITION DAMAGE THRESHOLD MULTIPLIER
DIFF=DIFFICULTY
PM=PERK DAMAGE MULTIPLIERS (too many to list)
CH=CHEM DAMAGE MULTIPLIERS (slasher/psycho and yao guia meat)
SA=SNEAK ATTACK
HS=HEAD SHOT
ADM=AMMUNITION DAMAGE MULTIPLIER
FD=FIRE DAMAGE
I would like input on the placement of AOE, DOT and EMP damage. I currently have AOE and EMP added to base damage before DR/DT, and DOT as a flat addition after everything else is calculated. Now I just read that the Pulse gun's EMP isn't boosted by perks/chems, but the pulse mines/grenades' IS. Has anyone looked at this stuff and/or can confirm one way or the other? It both these are true, I'll have to rework where EMP comes in. Does DR/DT have an effect on EMP?
Also, requests for the spreadsheet are welcome. I'm almost done adding the melee and unarmed weapons and all their related perks. PM me with your e-mail if you desire a copy (it's a macro enabled excel spreadsheet)
-Gunny