For reference, default damage values present in "SteamApps\common\XCOM 2\XComGame\Config\DefaultGameData_WeaponData.ini" are:
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PsiAmpT1_AbilityDamage = (Damage=5, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
PsiAmpT1_AbilityDamage = (Damage=2, Spread = 0, PlusOne = 90, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
PsiAmpT1_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 53, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=6, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=4, Spread = 0, PlusOne = 25, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=9, Spread = 2, PlusOne = 51, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=4, Spread = 1, PlusOne = 75, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=11, Spread = 2, PlusOne = 68, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
Damage values in LW2 present in "SteamApps\workshop\content\268500\844674609\Config\XComGameData_WeaponData.ini" are:
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PsiAmpT1_AbilityDamage = (Damage=5, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
PsiAmpT1_AbilityDamage = (Damage=3, Spread = 0, PlusOne = 50, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
PsiAmpT1_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 50, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 50, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=5, Spread = 0, PlusOne = 75, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=10, Spread = 2, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=10, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=8, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=12, Spread = 2, PlusOne = 50, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
Damage values actually read by "X2Item_DefaultWeapons.uc" from configs are:
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PsiAmpT1_AbilityDamage = (Damage=5, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag="Soulfire", DamageType="Psi")
PsiAmpT1_AbilityDamage = (Damage=2, Spread = 0, PlusOne = 90, Crit = 0, Pierce = 0, Tag="VoidRift", DamageType="Psi")
PsiAmpT1_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 50, Crit = 0, Pierce = 0, Tag="NullLance", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=6, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag="Soulfire", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=4, Spread = 0, PlusOne = 25, Crit = 0, Pierce = 0, Tag="VoidRift", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=10, Spread = 2, PlusOne = 0, Crit = 0, Pierce = 0, Tag="NullLance", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag="Soulfire", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=4, Spread = 1, PlusOne = 75, Crit = 0, Pierce = 0, Tag="VoidRift", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=12, Spread = 2, PlusOne = 50, Crit = 0, Pierce = 0, Tag="NullLance", DamageType="Psi")
The code used to print damage values:
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static event OnPostTemplatesCreated()
{
local WeaponDamageValue Value;
foreach class'X2Item_DefaultWeapons'.default.PsiAmpT1_AbilityDamage(Value)
{
`log("PsiAmpT1_AbilityDamage = (Damage=" $ Value.Damage $ ", Spread = " $ Value.Spread
$ ", PlusOne = " $ Value.PlusOne $ ", Crit = " $ Value.Crit $ ", Pierce = " $ Value.Pierce
$ ", Tag=\"" $ Value.Tag $ "\", DamageType=\"" $ Value.DamageType $ "\")");
}
foreach class'X2Item_DefaultWeapons'.default.PsiAmpT2_AbilityDamage(Value)
{
`log("PsiAmpT2_AbilityDamage = (Damage=" $ Value.Damage $ ", Spread = " $ Value.Spread
$ ", PlusOne = " $ Value.PlusOne $ ", Crit = " $ Value.Crit $ ", Pierce = " $ Value.Pierce
$ ", Tag=\"" $ Value.Tag $ "\", DamageType=\"" $ Value.DamageType $ "\")");
}
foreach class'X2Item_DefaultWeapons'.default.PsiAmpT3_AbilityDamage(Value)
{
`log("PsiAmpT3_AbilityDamage = (Damage=" $ Value.Damage $ ", Spread = " $ Value.Spread
$ ", PlusOne = " $ Value.PlusOne $ ", Crit = " $ Value.Crit $ ", Pierce = " $ Value.Pierce
$ ", Tag=\"" $ Value.Tag $ "\", DamageType=\"" $ Value.DamageType $ "\")");
}
}