I've been fooling around with AOE damage calculations lately, and while the way AOE works in the game is pretty well documented understood I've run into a rather unexpected finding while doing some tests with cheatmod.
Now, as most of you will know, there are 6 base values that define the AOE of basically any weapon in-game: the near, mid and far AOE radii (r_n, r_m, r_f) and corresponding AOE damage values (DMG_n, DMG_m, DMG_f), respectively. These describe how much AOE damage is dealt to a target as a function of the distance between the point of impact and target, and a typical AOE-curve looks something like this:
![](https://coh2.org/file/18718/aoe-curve-sketch2.png)
So far so good.
However, there is another stat for the radius of the AOE circle that can be found in the attribute editor (from here on abbreviated as r_max), which can be equal or greater than r_f. In the first case, incorporation of this value doesn't have any effect on the resulting AOE curve. However, if r_max is greater than r_f (which it is for numerous ballistic projectiles), damage should evolve to the corresponding damage value at r_max (DMG_max).
Logically, one could assume that DMG_max should be zero, i.e. the AOE-curve linearly declines to 0 at this point (blue line), but since there seems no value for AOE_max to be defined in the attributes.xml it could as well remain at DMG_f (yellow line).
![](https://www.coh2.org/file/18717/aoe-curve-sketch.png)
The way this is encoded in the game clearly has quite a drastic effect on how much AOE damage a unit deals on the outer edges of its AOE envelope, so the question is which case applies?
Unfortunately there isn't much info on this available, so I was left scratching my head for a bit until I decided to do some testing to find out.
Therefore, I used the IS-2 as an example for a unit with much greater r_max (5) than r_f (3) and made it fire near a sniper model at close to its maximum AOE and recording the damage done per shot via cheatmod.
To cut a long story short, while I expected an AOE-curve according to 2. to apply (blue curve), initial test results strongly suggest an actual in-game AOE-curve consistent with scenario 3. (yellow curve). So instead of dropping linearly to zero, the AOE damage remains constant between r_f and r_max, which means I (and possibly others) may have greatly underestimated the AOE performance of certain units (especially that of the IS-2!).