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hopefully there can be a update to this standalone ver.
I have a defense rating of 112 and I'm still impervious to physical damage.
Running into a weird issue and hoping maybe someone else here has seen it or might know how to fix it. It seems that the change to how defense works isn't applying. At 100+ armor, I'm still completely immune to incoming damage rather than just extremely resistant. Using the armor scaling equation, it shows that I SHOULD have have ~93% damage resist at 134 armor, but instead I take no damage at all if I'm over 100. Is that mod still working, or is another mod I have messing with it?
Here's the list of mods we're using if that helps: https://steamcommunity.com/sharedfiles/filedetails/?id=2223698307
thank you for this!
Awesome to hear that my mod is being used in RPG Growth.
The defense rating still follows the same concepts and boss immunity is still disabled.
Is the defense rating still the same like we've discussed back then in February, or is there some change?
Alternate Armor Scale only changes the way defense behaves, which does not change armor stats (only what your defense number represents). The changes to attack damage is caused by D+, which changes the multipliers that define nearly every item such as your deputy's vest (but it dosn't touch the item directly).
To ansewer your question more directly: alternate armor scale does not change the stats of your armor. D+ does, which is intentional.
Thats odd. Alternate armor scale, and Difficulty+, only change the leveling tables. For values like that, the space suit would have to be tier 4 or 5 (Starbound's armor stops at tier 6, which is the solarium tier) depending on its base values. (we're talking about the full set, right?)
Alternate Armor Scale and Difficulty+ do not touch items directly. IIRC, Frackin Universe changes a lot of cosmetic sets of armor to use the leveling system and I think the spacesuit set was one of them. It is possible that either its base values are too high or it is using too high of a level.
Do you know which mod could be responsible for crapping this up? Is it possible this mod or D+? Or is it because of the leveled armor lists which were mentioned in the comments?
Holy crap! A Starbound modding god has praised my humble little mod.
Alternative Armor Scale only has a small part of the patch, and it controlls the two armor related leveling lists added by FU (the ones for the War Angel and Elder armors). The huge bulk of the patch is in Difficulty+ (and Nightmare Edition, they contain identical files for this) which is the part that changes all the armor that dosn't use the leveling system to use it (which is what I think you are after).
Anyways, it would be awsome if you use my mod(s) in FU.
(like each type only does damage, energy or health+armor, not all 3 like normal armors. so you can mix and match the number of parts you want and they upgrade linearly to a level 8 strength, where also every second level (2,4,6,8) type can be cross combined with a second of different type but same level. so you could be really silly and have boundless amounts of energy and epic damage but no defense or health say if you combined them right and could afford that kind of thing. :V
As for the erchius horror and Asra, well, I have a bit of a confession. I didn't realise that this made it possible to damage bosses during their immune states because they used a defense rating rather than something else. During my testing, I had assumed the damage I could do to the horror was made possible by one of the features of Frackin' Universe (which I think only edited the horror). I probably won't change this, immune states feel cheap to me anyways.
If I change the armor curve, then change the damage curve to fit the armor curve (like I did with Difficulty+, but that uses the damage curve from this scale), so that there is less spacing between teirs of planets then that might acheive what you are thinking of. I've been experimenting with a alternative form of Difficulty+ that does this, amongst other things, and a tier 1 enemy is still danagerous when I had tier 6 armor (but not nearly as dangerous if I had no armor, or if it was a tier 6 enemy).
I meant I was thinking if it can be some sort of different way to play combat in the game, not just something similar to vanilla. As it is now, the game treats combat so linearly that end-game armor = perfect defense wall. Instead of making the high-level armor have good defense but still needing buff through another means (maybe stim, augment, or something else).
If I did the same as below, but made Tier 10 worth 160 protection, so that Tier 6 (solarium/perfect) is worth 100, then that would make Tier 6's absorbtion 63.40%.
Durasteel, about halfway between those two points, would have an absorbtion of 50.52%.
This would give protection and absortion values like this
Iron - 25, 22.22% (vanilla: 25)
Tungsten - 33, 28.23% (vanilla: 45)
Titanium - 42, 34.43% (vanilla: 60)
Durasteel - 50, 39.50% (vanilla: 70)
Aegisalt/Ferozium/Violium - 58, 44.17% (vanilla: 75)
Solarium/Perfect - 67, 49.00% (vanilla: 80)
In vanilla, incoming damage is multiplied by your defense rating (as a percent).
In this new scale, incoming damage damage is multiplied by 0.9801 for each point of defense you have.
Lets say I have two peices of armor with a defense of 5 and 18. I put on another peice of armor with a defense of 40 (mismatching some armor tiers).
In vanilla, my damage absorbtion would go from 23% (5+18) to 63% (23+40), which is my defense rating.
Now, with this expoential scale, my absorbtion would go from 37% to about 71.8% (a 34.8 difference) . If I didn't already have those other two peices of armor, my damage absorbtion would have been increased from 0 to 55.2%. Thats an extreme example, but the diminishing return is rather small.
Welp, time to try again.
Cur Exp
T0 0 4 --- All I know is that this isn't clothing.
T1 10 14 --- Iron
T2 20 24
T3 30 33
T4 40 43
T5 50 52
T6 60 62 --- Solarium stuff
T7 70 71 --- Stuff beyond this point dosn't exist in vanilla. Might be used by mods.
T8 80 81
T9 90 90
T10 100 100