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modding:xml:armor

Damage fraction by level

These are the percentages of how often you would encounter certain damage types at each level. For instance, blast 0.25 at level 3 means that about 25% of the damage you encounter at level 3 is blast damage. These values are used in balance calculations

Laser Kinetic Particle Blast Ion Thermo Positron Plasma Antimatter Nano Graviton Singularity Dark Acid Dark Steel Dark Lightning Dark Fire
0.50 0.50 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
0.40 0.40 0.10 0.10 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
0.25 0.25 0.25 0.25 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
0.15 0.15 0.35 0.35 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
0.05 0.05 0.35 0.35 0.10 0.10 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
0.00 0.00 0.25 0.25 0.25 0.25 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
0.00 0.00 0.15 0.15 0.35 0.35 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
0.00 0.00 0.05 0.05 0.35 0.35 0.10 0.10 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
0.00 0.00 0.00 0.00 0.25 0.25 0.25 0.25 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
0.00 0.00 0.00 0.00 0.15 0.15 0.35 0.35 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
0.00 0.00 0.00 0.00 0.05 0.05 0.35 0.35 0.10 0.10 0.00 0.00 0.00 0.00 0.00 0.00
0.00 0.00 0.00 0.00 0.00 0.00 0.25 0.25 0.25 0.25 0.00 0.00 0.00 0.00 0.00 0.00
0.00 0.00 0.00 0.00 0.00 0.00 0.15 0.15 0.35 0.35 0.00 0.00 0.00 0.00 0.00 0.00
0.00 0.00 0.00 0.00 0.00 0.00 0.05 0.05 0.35 0.35 0.10 0.10 0.00 0.00 0.00 0.00
0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.25 0.25 0.25 0.25 0.00 0.00 0.00 0.00
0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.15 0.15 0.35 0.35 0.00 0.00 0.00 0.00
0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.05 0.05 0.35 0.35 0.10 0.10 0.00 0.00
0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.25 0.25 0.25 0.25 0.00 0.00
0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.15 0.15 0.35 0.35 0.00 0.00
0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.05 0.05 0.35 0.35 0.10 0.10
0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.25 0.25 0.25 0.25
0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.15 0.25 0.25 0.35
0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.15 0.25 0.25 0.35
0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.10 0.20 0.30 0.40
0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.10 0.20 0.30 0.40

Standard Stats

Level HP Cost Repair Cost Install Cost Mass
1 35 50 1 10 2600
2 45 100 1 20 2800
3 60 200 1 40 2900
4 80 400 2 80 3000
5 100 800 3 160 3000
6 135 1600 4 320 3000
7 175 3200 6 640 3000
8 225 6500 9 1300 3000
9 300 13000 15 2600 3000
10 380 25000 22 5000 3000
11 500 50000 35 10000 3000
12 650 100000 52 20000 3000
13 850 200000 80 40000 3000
14 110 410000 125 82000 3000
15 1400 820000 190 164000 3000
16 1850 1600000 300 320000 3000
17 2400 3250000 450 650000 3000
18 3100 6500000 700 1300000 3000
19 4000 13000000 1050 2600000 3000
20 5250 26000000 1650 5200000 3000
21 6850 52000000 2540 10400000 3000
22 9000 100000000 3900 20000000 3000
23 12000 200000000 6000 40000000 3000
24 15000 400000000 9300 80000000 3000
25 20000 800000000 14300 160000000 3000

Balance

  1. Compare max HP to standard at level. Formula: Add 100 * log2(maxHP / stdMaxHP) BP. For instance, if our max HP is half the standard, subtract 100 BP. If twice the standard, add 100 BP.
  2. For each damage type: Compare adjustment percentage to standard value. If either value is 0, treat it as 1. Formula: Add 100 * log2(stdDamageAdj / damageAdj) BP. If we reflect this damage type, add 50 BP. Multiply the total by the damage type fraction at the level.
  3. If we are radiation immune and level < 7, then add 25 BP. If vulnerable and level > 7, then subtract.
  4. If our blindingDamageAdj < 50 (immune) and our level < 6, then add 10 BP. If blindingDamageAdj > 50 (vulnerable) and our level > 6, then subtract.
  5. If our EMPDamageAdj < 50 and our level < 9, then add 25 BP. If EMPDamageAdj > 50 and level > 9, then subtract.
  6. If deviceDamageAdj < 50 and our level is above 11, then add 25 BP. If deviceDamageAdj > 50 and level > 11, then subtract.
  7. If shatter immune, add 20 BP
  8. If disintegration immune, add 10 BP
  9. Compare regen per 180 ticks to standard weapon damage per 180 ticks. If regen < damage, then add 100 * log2(damage / (weapon - regen)) BP. Otherwise, add 500 BP because we are essentially immune to the standard weapon.
  10. If we have a decay per 180 ticks, then compare it to standard weapon damage per 180 ticks. Add 300 * log2(damage / (damage + decay)) BP.
  11. For distribution, the formula is the same as regen, except the bonus caps at 125 BP.
  12. Repair Level: If our repair level is higher than our tech level, then subtract 10 BP for each level. If lower, then add 5 BP for each level
  13. Repair Cost: Find the difference in our repair cost per hp and the standard repair cost. If the cost is above standard, subtract BP as the ratio between the difference and the standard cost increases: Add -10 * (stdCost - repairCost)/stdCost BP. Otherwise, if the cost is below standard, add BP as the repair cost approaches 0: Add 25 * (stdCost - repairCost)/stdCost BP.
  14. Complete Bonus: Subtract BP based on the additional hp compared to the standard max HP. Formula: Add -20 * log2((completeBonus + stdHP) / stdHP).
  15. Stealth: Add 20 BP if stealth >= 12, or 15 BP if stealth >= 10, or 10 BP if stealth >= 8, or 5 BP if stealth >= 8.
  16. Power Use: Compare powerUse to that of a standard shield and subtract BP. Formula: -400 * powerUse / stdShieldPowerUse.
  17. Photo Recharge: 25 * 150 / stdShieldPowerUse.
  18. Max Speed Bonus: Add 10 BP for each percentage point of max speed bonus.
  19. Device HP Bonus: Add BP equivalent to the value of deviceHPBonus.
  20. Shield Interference: Subtract 150 BP.
  21. Mass: Subtract BP based ratio between mass and standard mass. Formula: -25 * log2(mass / stdMass). If mass is more than twice the standard, subtract another 25 BP. If over four times the standard, subtract another 25 BP.
  22. Cost: Add BP if the cost is different from standard. Formula: -0.5 * 100 * ((cost - stdCost) / stdCost)

Fields

  • adjustedHP
  • balance
  • damageAdj
  • effectiveHP
  • hp
  • hpBonus
  • installCost
  • regen
  • repairCost
  • shieldInterference

Properties

  • blindingImmune
  • completeHP
  • completeSet
  • deviceDamageImmune
  • deviceDisruptImmune
  • disintegrationImmune
  • EMPImmune
  • hp
  • hpBonus
  • maxHP
  • primeSegment
  • radiationImmune
  • repairCost
  • repairLevel
  • shatterImmune
  • stdHP

Summary

  • <Armor>
    • blindingDamageAdj
    • blindingImmune
    • chargeDecay
    • chargeRegen
    • completeBonus
    • damageAdjLevel
    • decay
    • decayRate
    • deviceCriteria
    • deviceDamageAdj
    • deviceDamageImmune
    • deviceHPBonus
    • distribute
    • disintegrationImmune
    • enhancementType
    • EMPDamageAdj
    • EMPImmune
    • idlePowerUse
    • installCost
    • installCostAdj
    • maxHPBonus
    • maxSpeedBonus
    • photoRecharge
    • photoRepair
    • powerUse
    • radiationImmune
    • reflect
    • regen
    • repairCost
    • repairCostAdj
    • repairRate
    • repairTech
    • shatterImmune
    • shieldInterference
    • stealth
    • unid
    • useHealerToRegen
    • <Events>
      • <GetMaxHP>
        • gSource
        • gItem
        • aMaxHP
      • <OnArmorDamage>
        • gSource
        • gItem
        • aArmorHP
        • aArmorSeg
        • aAttacker
        • aCause
        • aDamageEffects List of damage effects
          • ('blinding [time in ticks])
          • ('device)
          • ('disintegrate)
          • ('EMP [time in ticks])
          • ('radiation)
          • ('reflect)
          • ('shatter)
        • aFullDamageHP
        • aDamageHP
        • aWeaponType
        • aHitDir
        • aHitPos
        • aOrderGiver
        • aWeaponType
        • Return
          • Nil: Nothing
          • Integer: Damage to take
          • List: List of damage effects
            • ([damage type] [damage])
            • ('blinding [time in ticks])
            • ('device)
            • ('disintegrate)
            • ('EMP [time in ticks])
            • ('radiation)
            • ('reflect)
            • ('shatter)
modding/xml/armor.txt · Last modified: 2017/04/13 07:19 by 0xabcdef