=====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. 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. - 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. - If we are radiation immune and //level < 7//, then add 25 BP. If vulnerable and //level > 7//, then subtract. - If our //blindingDamageAdj < 50// (immune) and our //level < 6//, then add 10 BP. If //blindingDamageAdj > 50// (vulnerable) and our //level > 6//, then subtract. - If our //EMPDamageAdj < 50// and our //level < 9//, then add 25 BP. If //EMPDamageAdj > 50// and //level > 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 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. - Complete Bonus: Subtract BP based on the additional hp compared to the standard max HP. Formula: Add //-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===== * **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===== * **** * **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** * **** * **** * **gSource** * **gItem** * **aMaxHP** * **** * **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)**