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)