"Technical" use of the WeaponModDB-Entries in FL
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Hello folks. Here is a question that came to my mind a while ago:
How does FL use/handle these WeaponModDB entries mathematically/technically ?
To be more precise:
Is such entry (example 0.7 and/or 1.3) used as a multiplier for the Damage-output of the particular weapontype or is it used viceversa to actually raise the shields resistance against this weapontype ?
The reason for my question is:
When raising the shield-resistance (with 1.3) it wouldn´t result in the same effect compared to lowering the damgage-output to 0.7 and viceversa… since:1000 dps x 0.7 = 700 dps.
So a capacity of 10000 ShieldHP (no recharge) could be “downed” in about 14,285 seconds instead of 10 secs.
You can see that this is a “real” resistance-raise of 42.85 percent (and NOT 30 percent as it suposed to be).
but a 10000 Shield x 1.3 = 13000 Shield-HP / 1000 dps results in 13 seconds to bring the shield down to 0 HP ( here is the “real” resistance-raise of 30 percent)Maybe some of our Coders know the answer or they stumbled over it while they were "Hex"ing/disassembling or coding in FL.
Greetings
J.R.
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Shields are reduced by their offline capacity, so a 10000 shield with an offline capacity of 0.15 is really only an 8500 shield. I have an Excel spreadsheet which shows the effective capacity of a shield (vanilla heavy fighters) for each weapon type.
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@adoxa
Hi there… long time no see…I know i´ll have to take the “shield-offline-factor” into account when it comes to build new shields and weapons (balancing those is important to me)… but it doesn´t answer my question in general about the weaponmoddb-entries which alters the resistance of shields against specific weapon-types (regardless of the effective shield-capacity).
EDIT:
Or maybe i didn´t get you right here.
To be more precise:
I wonder if the actual damage of the gun gets reduced when hitting shields, or does Fl “virtually raise” the shield-hp ? (The first post shows my example of weaponmoddb-factor 1.3 compared to 0.7)Greetings
J.R. -
I have written a wiki article on this topic two months ago, I hope it covers all your questions, if not, then don’t hesitate to ask:
This is only based on my observations, I didn’t look at the code.
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It modifies the weapon (probably why it’s called [c]WeaponMod[/c] and not [c]ShieldMod[/c]), based on a combined modifier.
modifier = 0 foreach generator: modifier += weapon_modifier modifier /= number_of_generators damage = (hull_damage * HULL_DAMAGE_FACTOR + energy_damage) * modifier
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Ah… I see.
So it actually modifies the damage of the particular weapon-type when the shield got hit…meaning its not a “resistance-raise” but a “damage-reduce” by the given factor. In this case I should make it clear in my next update for the infocards, since the “damage-reduce-factor” is not equivalent with a “virtual capacity-raise”. (as my example in the first post shows)Thanks for clearing this up folks.
Much appreciated…Greetings J.R.
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It is not only a damage reduction, it is possible to create a weapon that deals bonus damage against certain shield types, like in the example I put in the wiki.
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corpse wrote:
Is the File server side editable ? ie clients will not need updating…As far as I know the file is used serverside only (to calculate the damage)… but I didn´t do any testing on this, since the ini-file will be checked for cheating by the ENIGMA Mod-Launcher anyways on game-startup.
Greetings
J.R.