I'm working on it, but I've run into a snag.george moromisato wrote:It is possible (maybe even likely) that your algorithm would lead to better balance than the existing weapon damage or my damage curve. It would be interesting to see you put those ideas into practice in your Transcendence Rebalanced mod. Perhaps it will reveal that your algorithm works in practice.
I've figured out how to compensate for ammo weapons. They appear to be double damage. Extreme range looks to be worth 0.833X damage. (howitzers, lancers, and the katana) Omni a level and 0.625X damage (which may bear changing, especially when a level is a bigger deal) Tracking at 2 looks to be half damage based on the smartcannon.george moromisato wrote:Remember that both shields and armor also increase at 1.3x per level; it helps me to be able to compare damage across damage type tiers. For example, there needs to be a relationship between a level 1 laser and a level 4 particle and a level 7 ion.
But I think we agree on the curve but are expressing it in different ways.
For example, a level 4 laser weapon is less powerful than a level 4 particle beam, even if both do the same dps--obviously, the laser will be affected by armor/shield damage type adjustment.
Even if I use a 1.3x damage curve, I have to increase damage for laser at higher level to remain competitive. Thus for a particular damage type, it *look* like the curve is closer to 2x.
I should probably apply a % increase to dps to compensate. For example:
Laser/kinetic dps:
Level 1: 16 dps
Level 2: 20 dps + 10% = 22 dps
Level 3: 28 dps + 25% = 35 dps
Level 4: 36 dps + 50% = 54 dps
Level 5: 48 dps + 100% = 96 dps
Etc...
At the next tier we would do the same thing:
Particle/blast dps:
Level 4: 36 dps
Level 5: 48 dps + 10% = 53 dps
Level 6: 64 dps + 25% = 80 dps
Level 7: 84 dps + 50% = 126 dps
Etc...
[Note: I don't know if we should pick the first level in the tier or the middle level in the tier as "standard". In the tables above I chose the first level; if we chose the middle level, then it would be the same kind of thing but different adjustments.]
This is no different than compensating for ammo-requirement or omni- or anything else. That is, instead of expressing it as part of the damage curve, I express it as an adjustment on top.
I'm having trouble figuring out how missiles are balanced though. Relationships to normal contemporaries range from 2.5x damage for the red strelka to 1.08x for the gotha-10.
I'm also unclear on how to balance fragmenting weapons except to multiply them by the same value as other weapons of that level, which only works for rebalancing, not in situations where I'm making new weapons.