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modding:xml:armor [2017/02/05 19:13] – created 0xabcdefmodding:xml:armor [2017/03/27 23:10] – [Balance] 0xabcdef
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 +=====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===== 
 +  - Compare max HP to standard at level: 100 * log2(maxHP / stdMaxHP). For instance, if our max HP is half the standard, subtract 100 BP. If twice the standard, add 100 BP.
 +  - For each damage type: Compare adjustment percentage to standard value. If either value is 0, treat it as 1. 100 * log2(stdDamageAdj / damageAdj). If we reflect this damage type, add 50 BP. Multiply the total by the damage type fraction at the level.
 +  - If we are radiation immune and below the intrinsic immunity level (7), then add 25 BP. If vulnerable and above level 7, then subtract.
 +  - If our blindingDamageAdj < 50 (immune) and our level is below 6, then add 10 BP. If blindingDamageAdj > 50 (vulnerable) and our level is above level 6, then subtract.
 +  - If our EMPDamageAdj < 50 and our level is above 9, then add 25 BP. If EMPDamageAdj > 50 and level is above 9, then subtract.
 +  - If deviceDamageAdj < 50 and our level is above 11, then add 25 BP. If deviceDamageAdj > 50 and level > 11, then subtract.
 +  - If shatter immune, add 20 BP
 +  - If disintegration immune, add 10 BP
 +  - 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.
 +  - 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.
 +  - For distribution, the formula is the same as regen, except the bonus caps at 125 BP.
 +  - 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
 +  - Repair Cost: Find the difference in our repair cost per hp and the standard repair cost. If the cost is above standard, subtract **up to 40 BP** as the ratio between the difference and the standard cost increases: -10 * (stdCost - repairCost)/stdCost. Otherwise, if the cost is below standard, **add up to 25 BP** as the repair cost approaches 0: 25 * (stdCost - repairCost)/stdCost.
 +  - Complete Bonus: Subtract BP based on the additional hp compared to the standard max HP. Formula: -20 * log2((completeBonus + stdHP) / stdHP).
 +  - 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.
 +  - Power Use: Compare powerUse to that of a standard shield and subtract BP. Formula: -400 * powerUse / stdShieldPowerUse.
 +  - Photo Recharge: 25 * 150 / stdShieldPowerUse.
 +  - Max Speed Bonus: Add 10 BP for each percentage point of max speed bonus.
 +  - Device HP Bonus: Add BP equivalent to the value of deviceHPBonus.
 +  - Shield Interference: Subtract 150 BP.
 +  - 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.
 +  - Cost: Add BP if the cost is different from standard. Formula: -0.5 * 100 * ((cost - stdCost) / stdCost).
 =====Fields===== =====Fields=====
   * **adjustedHP**   * **adjustedHP**
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         * **aCause**         * **aCause**
         * **aDamageEffects** List of damage effects         * **aDamageEffects** List of damage effects
-          * ('blinding [time in ticks]) +          * **('blinding [time in ticks])** 
-          * ('device) +          * **('device)** 
-          * ('disintegrate) +          * **('disintegrate)** 
-          * ('EMP [time in ticks]) +          * **('EMP [time in ticks])** 
-          * ('radiation) +          * **('radiation)** 
-          * ('reflect) +          * **('reflect)** 
-          * ('shatter)+          * **('shatter)**
         * **aFullDamageHP**         * **aFullDamageHP**
         * **aDamageHP**         * **aDamageHP**
Line 93: Line 172:
         * **aWeaponType**         * **aWeaponType**
         * Return         * Return
-          * Nil: Nothing +          * **Nil**: Nothing 
-          * Integer: Damage to take +          * **Integer**: Damage to take 
-          * List: List of damage effects +          * **List**: List of damage effects 
-            * ([damage type] [damage]) +            * **([damage type] [damage])** 
-            * ('blinding [time in ticks]) +            * **('blinding [time in ticks])** 
-            * ('device) +            * **('device)** 
-            * ('disintegrate) +            * **('disintegrate)** 
-            * ('EMP [time in ticks]) +            * **('EMP [time in ticks])** 
-            * ('radiation) +            * **('radiation)** 
-            * ('reflect) +            * **('reflect)** 
-            * ('shatter)+            * **('shatter)**
modding/xml/armor.txt · Last modified: 2017/04/13 07:19 by 0xabcdef