trying to figure out the new armor system

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digdug
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I'm trying to decode the numbers of the new display of the armor and shields hp and resistances.

Let's take a random armor section: heavy ceramic armor
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<Armor
				hitPoints=	"30"
				hpBonus=	"+100, -25, +50,  +0"
				/>
Why laser is 81 hp ? shouldn't it be 60 ? (30hp +100% of 30 = 60)

Particle at 45 is ok. (30+ 50% of 30 = 45)

Blast is ok, 30 hp, no resistances.

Kinetic is weird again, 43 hp? how's that calculated ?
I was expecting 30-25% of 30 = 30- 7.5 = 22.5 hp

What am I doing wrong ?
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alterecco
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You are obviously forgetting to add the rgb value of the icon colour!! :P:twisted:

Well, seriously... those numbers do look odd. Maybe the calculation is different for the different damage types?
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digdug
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or it could be that the level itself of the armor is used in th calculation, giving a bonus to certain damagetypes.

Es: Level III armor ---> some bonuses to laser and kinetic ?
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alterecco
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digdug wrote:or it could be that the level itself of the armor is used in th calculation, giving a bonus to certain damagetypes.

Es: Level III armor ---> some bonuses to laser and kinetic ?
That sounds ver likely, but wouldn't that mean that all the values should be off by the same factor?
george moromisato
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Here how it's computed:

Heavy ceramic has 30 hp.
Level III armors have 60% damage adj to laser damage.

A 60% damage adj means that 100 points of laser damage turn to 60 points before it hits the armor.

That means that it takes 166 points of laser damage to destroy 100 hp of armor. Effectively, that is like giving an hp bonus to armor of 66%

Since Heavy ceramic also has an additional +100% hp bonus, we add that and get +166% hp bonus.

30 hp + (166% of 30) = 80 hp (with roundoff error you get 81)

This is why it is better that the game computes this for you.
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digdug
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oh, so the damage adj are already computed in the final hp for the armor

Thanks George ! :D

PS: Also now I know that all the adj are added together before they are applied to the base hp of the armor.
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Aeonic
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Wouldn't it be so much simpler if you just let people specify exactly how much they want the armor to absorb from each damage type instead of having all this 'armor of certain levels increase certain defenses by arbitrary amounts' nonsense?
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Atarlost
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You can unless it's been deprecated. Use the syntax for 0.99 Ares armor.

George really should publish the new damage curves though, I don't think they're the same at least not for shields.
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digdug
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also for the armor, we have the damage adj.
For the shields, we know that they are changed from 0.99c.

http://wiki.neurohack.com/transcendence ... ent_curves
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