JB2 shield buster mag

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digdug
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the JB2 shield buster MAG is a new mag ammo that was added in RC1.
it has a new special damage called shield1-7
like this:

Code: Select all

damage=			"blast:6d6; shield3"
how much it increases the damage done to shields ?
I did some tests and calculated this table:
shield special damage modifier for weapons

shield1: 200%
shield2: 300%
shield3: 400%
shield4: 600%
shield5: 800%
shield6: 1200%
shield7: 1500%
any comment ?
Do you think it should do even more damage (maybe at least shield6 ?) to be a viable and useful shield buster weapon ?
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Blitz
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I'm not that worried about the weapon actually. For a comparision, the ZG24 cluster mag has the same price and level and does 12d6 damage. This does 4 x 6d6 to shields and just 6d6 to armor. Sounds good to me.

But I don't really like the fixed ratios though. I was wanting to make an absolutely deadly high level antishield weapon which is useless against armor or stations. I guess some function like OnDamageShields which I don't really understand all that well would work but that complicates things, doesn't it?
Wouldn't it be easier if you could define the multiplier that you wanted to use? How about a random multiplier? Similarly how about an antiarmor weapon?
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Arisaya
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shield 7 should be 1600%, following a logical procession...
Of course, with shields in the state they are in already, I'd think its sort of redundant...
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Atarlost
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Blitz wrote: But I don't really like the fixed ratios though. I was wanting to make an absolutely deadly high level antishield weapon which is useless against armor or stations. I guess some function like OnDamageShields which I don't really understand all that well would work but that complicates things, doesn't it?
There are two ways to do this. You can do rated damage to shields and arbitrary damage to armor with ondamagearmor. In RC5 you will be able to do arbitrary damage to shields in ondamageshields.

You can also run code in ondamageshields that will do things like instantly drop them.

See the TM4 mistletoe in http://xelerus.de/index.php?s=mod&id=555 for an example of that last option.

Passthrough also effectively does extra damage to armor, though the amount of extra damage varies with the size of the target.
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