[Idea][WIP] Alternate Minimum Damage Formula

Post » Sun May 11, 2014 7:14 pm

In F:NV your Damage Threshold (DT) is subtracted directly from damage that you take. Unless that would reduce the damage you take by more than 80% - in that case, damage is reduced by 80% instead.

So if your DT is 80% of the base damage then you get the same protection as if it was 999999% of the base damage. ie

Value post_DT_dmg ( Value pre_DT_dmg, Value DT ) {

return max( pre_DT_dmg - DT, pre_DT_dmg * 0.2);

}

I was thinking of changing the formula to something smoother. Say, something closer to the damage formula used in WBC3 IIRC:

Value post_DT_dmg ( Value pre_DT_dmg, Value DT ) {

if (DT * 2 <= pre_DT_dmg) return pre_DT_dmg - DT;

else return post_DT_dmg( pre_DT_dmg * 0.5, 0.5 * (DT - pre_DT_dmg * 0.5) );

}

Or more realistically, something like:

Value post_DT_dmg ( Value pre_DT_dmg, Value DT ) {

return pre_DT_dmg * std::pow(0.2, DT / pre_DT_dmg);

}

Original formula vs WBC3 formula effects:

DT / baseDMG: original postDT_DMG / baseDMG -> WBC3 formula postDT_DMG / baseDMG
0.1: 0.9 -> 0.9
0.2: 0.8 -> 0.8
0.3: 0.7 -> 0.7
0.4: 0.6 -> 0.6
0.5: 0.5 -> 0.5
0.6: 0.4 -> 0.45
0.7: 0.3 -> 0.4
0.8: 0.2 -> 0.35
0.9: 0.2 -> 0.3
1.0: 0.2 -> 0.25
1.5: 0.2 -> 0.125
2.0: 0.2 -> 0.0625

Original formula vs 3rd formula effects:

DT / baseDMG: original postDT_DMG / baseDMG -> 3rd formula postDT_DMG / baseDMG
0.1: 0.9 -> 0.85
0.2: 0.8 -> 0.72
0.3: 0.7 -> 0.61
0.4: 0.6 -> 0.52
0.5: 0.5 -> 0.44
0.6: 0.4 -> 0.38
0.7: 0.3 -> 0.32
0.8: 0.2 -> 0.27
0.9: 0.2 -> 0.23
1.0: 0.2 -> 0.2
1.5: 0.2 -> 0.09
2.0: 0.2 -> 0.04
With the original formula, DT keeps getting nicer and nicer faster and faster until it hits 80% of the damage, after which it has zero effect. With a smoother formula it might not be quite as good at DT=80% of damage, but it would keep getting (marginally) better indefinitely.
Comments? Would this be in-demand?

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Leilene Nessel
 
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