So I'm quite sure you made the right decision andthe wide range of damage values we need for this game
That said, for a T3 EIGHT XP for a level seems excessively low, no matter the system, because it suggests that the XP gain is based on very low numbers (like 1).
This is all true! However Planetfall uses a totally different XP system than AoW3 (units get awarded XP at the end of battle for units killed, rather than for taking actions during battle) so far less granularityIn this case I would like to point out something:
When this Dev Diary was announced, I got an awful lot of questions and requests for explanations
Will some races (such as space dwarves) be able to drop turrets and deploy them during battle?
The Vanguard specialize in drones and autonomous robots, their engineer unit can deploy a turret while their T4 specializes in launching various types of drones in combat to provide defensive and offensive support.
Will there be the possibility to burn battlefields down, effectively creating fire barriers?
The Promethean specialize in weapons that leave areas of the battlefield on fire, providing area denial abilities. They can also mod their units to be immune to this fire, or even gain buffs from it, allowing them to reshape the battlefield to their advantage.
Are there any insta-death abilities, like disintegrate in AoW3?
There are indeed! For example, the Plasma Disintegrator Module is an end game mod for laser weaponry, allowing attacks to strip armor and giving a chance to insta-kill tier 1 and 2 units.
What formula will be used to calculate damage?
AoW3’s damage formulas use flat damage reduction, which does not cope well with the wide range of damage values we need for this game, so we’re using a formula that reduces damage proportionally.
I = Incoming damage
D = Actual damage taken
R = Damage resistance (sum of shields, armor and elemental resistance)
D = I x 0.9^R
The formula also has diminishing returns; the first few points of resistance reduce damage by roughly 10% each, but as more is stacked, this decreases rapidly. The difference between 10 and 11 resistance is only 4%.
Good stuff to know. So, if my attack is 20, and your (R) value is 14, the formula is D=20 * (0.9*14) ? Actual damage taken = 20 (my attack value) X 12.6 (0.9*14)...gives me 252. :O:O
I think the x sign should be a minus sign? Or am I going crazy? Maths more advanced than working out taxes is not something I am good at.
If it is a divide sign then it becomes 20 - 12.6, which gives 7.4, which (bearing in mind all we know is heavily coloured by the AoW3 system) seems more reasonable.
That may be, but for the "problem" at hand it makes no difference: once you want to "award" XP bonusses (or malusses) for whatever reason (whether as a percentage or flat addition), a certain base level as smallest possible XP gain has advantages.This is all true! However Planetfall uses a totally different XP system than AoW3 (units get awarded XP at the end of battle for units killed, rather than for taking actions during battle) so far less granularity
So will armor and shields stack against attacks they're both valid against? Will 4 ar and 4 sh generate 8 def against a generic ranged attack for example?
If it is a divide sign then it becomes 20 - 12.6, which gives 7.4, which (bearing in mind all we know is heavily coloured by the AoW3 system) seems more reasonable.
Ah, okay.Sorry, JJ, I accidentally cut off the second half of my response to you :/
What I meant to type was:
This is all true! However Planetfall uses a totally different XP system than AoW3 (units get awarded XP at the end of battle for units killed, rather than for taking actions during battle) so far less granularity is needed. However, the XP values are still very rough and need to be rebalanced, I will pass your comments on to the person in charge of that.
As Bob5 says, it's an exponent. So, 0.9 to the power of the resistance value. I tried to write it properly, but I couldn't get the forum software to display superscript!
OK, so if the Walker has 8 defence, and I attack with 20 damage, it should look like this:
Damage = (20) times (0.9*0.9*0.9*0.9*0.9*0.9*0.9*0.9)==> 20* 0.430 = 8.6 damage.
Is this correct?