modding:xml:armor
Differences
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modding:xml:armor [2017/03/27 22:37] – Balance 0xabcdef | modding:xml:armor [2017/03/27 23:10] – [Balance] 0xabcdef | ||
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|24 |15000 |400000000 |9300 |80000000 |3000 | | |24 |15000 |400000000 |9300 |80000000 |3000 | | ||
|25 |20000 |800000000 |14300 |160000000 |3000 | | |25 |20000 |800000000 |14300 |160000000 |3000 | | ||
- | =====Balance===== | + | =====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, | ||
+ | - 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)/ | ||
+ | - 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: | ||
+ | - 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** |
modding/xml/armor.txt · Last modified: 2017/04/13 07:19 by 0xabcdef