modding:xml:armor
Differences
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modding:xml:armor [2017/03/27 22:37] – Balance 0xabcdef | modding:xml:armor [2017/03/27 23:16] – [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. 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)// | ||
+ | - If we are radiation immune and //level < 7//, then add 25 BP. If vulnerable and //level > 7//, then subtract. | ||
+ | - If our // | ||
+ | - If our // | ||
+ | - If // | ||
+ | - 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 BP as the ratio between the difference and the standard cost increases: Add //-10 * (stdCost - repairCost)/ | ||
+ | - 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: | ||
+ | - 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