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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Formula for %Increase to Damage

Soumis par Ekim Nameoh le Ven, 2007-01-12 14:20 SE:V MODs

This may be a really silly questions, forgive me but my math skills are a bit rusty.

How would you write the formula for a weapon that increases damage by 10% of the previous level each level it goes up.

i.e. 100 dmage @ Lvl 1, 110 Damage @ Lvl 2, 121 Damage @ Lvl 3, 133.1 @ Lvl 4...

I think it would look something like this.

Max Damge = 100 * (1.1 "to the Power"([%Level%] - 1)), but I don't know what term to use to raise something to a power in the code.

Any suggestions?
Thanks

‹ IRM V 0.6b Remaking the Empires ›
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Simple.

Soumis par Fallen Haven le Ven, 2007-01-12 16:59

Do something like this :

X * (1 + (([%Level%] - 1) * 0.1))

X being the starting value. The 0.1 is 10%, and the 1 mean 100% of X. This is the formula i use in my mod for several things.

You can also use ^ instead of * if you want an expendential curve.

Like

-20 - ((([%Range%] - 40) ^ 2) ^ 0.4)

This is the accuracy formula i'm currently using. In this case the highest value happen at range 40 then drop.

I'm not the one who came up with the formulas, just the one using them...

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That's the symbol I was

Soumis par Ekim Nameoh le Sam, 2007-01-13 09:59

That's the symbol I was looking for "^"!

Thanks a bunch!!!!!
I think my formula should now read

Damage = 100 * (1.1 ^ ([%Level%] - 1))

Alternatively if you want to decrease something like fire rate

Fire Rate = 6 * (0.9 ^([%Level%] - 1))

which would continually decrease by 10% of the previous value.

I will give it a try and see how it works.

I would open this up to other favorite formulas people have.
Any out there?

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Image de Rilo57

I would love to be able to

Soumis par Rilo57 le Lun, 2007-01-15 11:02

I would love to be able to have the firing rate change with increasing level. but I don't think you can do that.

I've tried to have a formula in that spot and it didn't seem to make a difference. Anyone else been able to have a formula for the firing rate?

SEV, more than a feeling.

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Image de Rilo57

I was wrong.

Soumis par Rilo57 le Lun, 2007-01-15 11:08

No, I'm wrong. upon furthur examination, I think the program was rounding (the equation wasn't making a significant change enough for me to see a change in the firing rate number listed). SEV can see a formula in the firing rate location.

My only other thought is that care should be taken as this can very quickly get unbalanced...

a formula that decreases the firing rate very slowly, keeping in mind then end point (the max level for the weapon)...

SEV, more than a feeling.

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Balancing Decreased Firing Rate with Level

Soumis par Ekim Nameoh le Lun, 2007-01-15 11:49

I agree you would not want to go crazy here for balance reasons, but it is a neat way to balance some other aspects.

Like the rate of fire for point defense. The damage done for point defense is of minor consequence as compared to how rapidly it can fire in my mind. Especially with the current situation of all point defense firing at one target where ten may exist.

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Not a new concept.

Soumis par Fallen Haven le Lun, 2007-01-15 14:11

Ekim Nameoh wrote:
I agree you would not want to go crazy here for balance reasons, but it is a neat way to balance some other aspects.

Like the rate of fire for point defense. The damage done for point defense is of minor consequence as compared to how rapidly it can fire in my mind. Especially with the current situation of all point defense firing at one target where ten may exist.

My mod already do that. All my weapons decrease in reload time with level, but not in a drastic fashion. Over the 100 level, they drop about 20-30%. Even a small drop of 5% can make a difference if you factor in the damage that also increase with level...

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