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modding:xml:armor

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modding:xml:armor [2017/03/27 22:37] – Balance 0xabcdefmodding: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, 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**
modding/xml/armor.txt · Last modified: 2017/04/13 07:19 by 0xabcdef