Inflicted_damage = int(Raw_Damage / 2^Resistance (where 100% means 1.0))
Am I right about this formula?
0% = Raw_Damage / 1
100% = Raw_Damage / 2
200% = Raw_Damage / 4
300% = Raw_Damage / 8
400% = Raw_Damage / 16
500% = Raw_Damage / 32
-100% = Raw_Damage * 2
-200% = Raw_Damage * 4
-300% = Raw_Damage * 8
-400% = Raw_Damage * 16
-500% = Raw_Damage * 32
I know there was something like that on the Wiki, but I lost it and nor google nor internal search helped me to find that.
Resistance to damage formula
-100% resistance would mean division by zero then.Inflicted_damage = int(Raw_Damage / (1 + Resistance) (where 100% means 1.0))
The same - it would go zero and negative when Resistance is -100%Effective_HP = Real_HP * (1 + Resistance)
When resist is positive, taken = damage / (100% + resist)
When resist is negative, taken = damage * (100% - resist)
When resist is negative, taken = damage * (100% - resist)
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Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
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That's interesting, I hadn't known about that before.PM wrote:When resist is positive, taken = damage / (100% + resist)
When resist is negative, taken = damage * (100% - resist)
Does anyone know how armor level factors into this? Iocrym armor is very resistant to lasers despite not showing a laser resistance level.
This, plus roundoff. Basically, past level 6 or 7 you can safely ignore lasers without consequence, because they'll do no damage most of the time.EditorRUS wrote:http://transcendence.kronosaur.com/wiki ... curves1.01
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