How Damage Falloff is Calculated

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Duration: 9:31
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Exploring the implementation of damage falloff in Overwatch, how Tracer's damage falloff was broken during season 1, and some miscellaneous observations about this system.

These techniques are not unique to Overwatch, so you can apply these concepts to most other games. Furthermore, these functions are typically not hand-written and are instead abstracted away in math libraries, e.g. Mathf.Lerp() in Unity.

CORRECTION: My comment at 7:54 is not true, since Orisa did not have damage falloff in Overwatch 1. (thanks Juan Ayala)

TIMESTAMPS:
• 0:00 Introduction
• 1:00 Step 1: Distance
• 3:12 Step 2: Normalization
• 4:29 Step 3: Linear Interpolation
• 6:47 Tracer's Broken Falloff
• 7:23 Interesting Gamer Observations™

REFERENCES:
• Camera Height of Every Overwatch Hero - https://youtu.be/DejE12SfYAU
• Overwatch Wiki - https://overwatch.fandom.com/wiki/Overwatch_Wiki

MUSIC:
• Kirby 64: The Crystal Shards

ME:
• Twitch - https://www.twitch.tv/marblr
• Twitter - https://www.twitter.com/marblrr

Footage captured on game versions 2.1.2.0.107076 and 2.2.0.2.107804







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