#Change AP formula

1 messages · Page 1 of 1 (latest)

lapis galleon
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make it so the damage from an AP projectile gets reduced by armor %

-> APdamage=damage*((X-(1-armorValue))
X being an abitrary value between 0..5 and 1, ideally between 0.8 and 0.98

would make AP balancing less shit probably

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@severe mauve dont have much time to code but i can suggest clueless

pulsar raven
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@lapis galleon might like this one.
They love coding and have so much free time!

lapis galleon
worthy vector
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better idea

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remove ap

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problem solved

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if theres no ap

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theres no ap balancing

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if theres no ap balancing

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theres no problem!

severe mauve
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fair enough

lapis galleon
abstract eagle
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So if the AP ammo is 100% effective the value would be 1 and if my armor was 50% effective damage would be damage * (1 - ( 1 - 0.5)) = damage * 0.5 so AP does nothing?
Or with AP of 0.5 it's damage (0.5(1-0.5) = 0.25 so now the AP ammo does half damage but is also blocked half again by the armor

I don't think AP is a good name for an ammo type that is strictly less effective than normal ammo while also being fully blocked by armor

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Maybe I'm misunderstanding something tho
There's the armor value in the code which is a damage multiplier like 0.4 and that the player sees like 60% (same value) for 50% this is the same number though

I don't get it