XS2 Ionized Null Rays
XS2 Ionized Null Rays
Posted by bionic_radical Thu May 05, 2011 6:20 pm
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Re: XS2 Ionized Null Rays
Posted by _Anshin_ Thu May 05, 2011 9:38 pm
Go 3 Firepower and 2 skill and get a battle blade. You will get must better performance out of it.
2 Firepower and 1 skill will get you an infrared cannon. It will do pretty well, but Battle Blades are pretty good.
If we ever get a developer you will probably see them come back, but until then they are out till one of the old guard come back and relinquish them.
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Re: XS2 Ionized Null Rays
Posted by bionic_radical Thu May 05, 2011 10:00 pm
Plus there isn't the gap left behind for the RNG to fist pack. It just looks like a more reliable weapon.
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Re: XS2 Ionized Null Rays
Posted by ProwlJazz Thu May 05, 2011 11:16 pm
bionic_radical wrote:Whats the deal with these? And who do I have to stab to get one?
It was a weapon made by Mkall or somebody not sure exactly, but it was used to test how the game could handle 1 hit knock outs, that person got carried away with using it and their character became overpowered so they stopped using it. I'm guessing only one was made just for that purpose so nobody could abuse it, with that being said you can't get them.
The Dirge Gun is your best bet now for good constant damage and the Battle Blades as Anshin said can be extremely good and also be very bad for damage due to the light-incredible ratio. Me personally I'd choose the Dirge Gun but it's ultimately up to you, remember any other questions you may have will surely try to answer.
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Re: XS2 Ionized Null Rays
Posted by bionic_radical Sat May 07, 2011 6:09 pm
Another question, involving the weapon dmg formula, does End ADD to your weapon dmg? or does it subtract from the opponents formula?
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Re: XS2 Ionized Null Rays
Posted by _Anshin_ Sat May 07, 2011 6:19 pm
bionic_radical wrote:Right on. Thanks guys. Trying to work out some builds with what I have.
Another question, involving the weapon dmg formula, does End ADD to your weapon dmg? or does it subtract from the opponents formula?
Armor reduces enemy weapon/physical damage. Endurance reduces tactical damage and has some minor effect to weapon/physical damage.
It isn't as noticeable as say 4 armor points. For example I put 3 points of endurance in at one point and could not tell that it reduced physical damage by more than a point. However at 6 points it reduced about 3 points.
Endurance will not add to your weapon damage.
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Re: XS2 Ionized Null Rays
Posted by bionic_radical Sun May 08, 2011 10:55 am
this is the formula im talking about
Weapon Damage
% Damage = RANDOM[minD~maxD] x [1+(Str x 0.1)] x [1.5-(End x 0.1)] x [Armor]
where one of the multipliers has END in the equation, I wasn't sure if that would be the attackers END or the defenders END. Im guessing its the opponents, because putting points into END shouldn't penalize you. And how would you determine a value to ARMOR? too many questions!!!
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Re: XS2 Ionized Null Rays
Posted by _Anshin_ Sun May 08, 2011 12:27 pm
bionic_radical wrote:thanks bro,
this is the formula im talking about
Weapon Damage
% Damage = RANDOM[minD~maxD] x [1+(Str x 0.1)] x [1.5-(End x 0.1)] x [Armor]
where one of the multipliers has END in the equation, I wasn't sure if that would be the attackers END or the defenders END. Im guessing its the opponents, because putting points into END shouldn't penalize you. And how would you determine a value to ARMOR? too many questions!!!
I've played around with the formula too and I believe it is incomplete or incorrect. For example if we look at the formula as a +/- set of variables (keep in mind these numbers are made up)
Battle Blade: 1min or 10max
Str: 10
Enemy Endurance 2
Enemy Armor 2
Armor rating: Iron (min:0 Max:1)
We would have something like this:
%damage = (Random of 9): so lets say you get a 5
We end up with a solution like this:
%damage = 5 X [1+(10*.1)] X [1.5-(2 X 0.1)] X [2]
To simplify this down:
%damage = 5 X [2] x [1.3] x [2] or 26%
However this does not make sense because armor should reduce damage not enhance it. Since armor is suppose to reduce weapon/melee damage. The formula also doesn't calculate the different types of armor. For example Iron is great but the same level of iron armor does not reduce the damage like Duranium. This is further enhanced if we go to an extreme for some of the numbers
Enemy Endurance 10
Enemy Armor 10 (10 str)
Again plugging it in and simplifying the solution we come out with
%damage = 5 X [2] X [1.3] X [10] or 130%
Now I have played with an alteration of this formula and came out with a similar one that does not quiet work ... yet
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Re: XS2 Ionized Null Rays
Posted by bionic_radical Sun May 08, 2011 4:09 pm
ARMOR = STR(TONS x .1) / (RNK x .01) (VALUE x .5)
with VALUE being either 1 or 2, with higher price being the higher number
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Re: XS2 Ionized Null Rays
Posted by _Anshin_ Sun May 08, 2011 4:13 pm
bionic_radical wrote:something like
ARMOR = STR(TONS x .1) / (RNK x .01) (VALUE x .5)
with VALUE being either 1 or 2, with higher price being the higher number
That wouldn't work...
Can't divide by zero.
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Re: XS2 Ionized Null Rays
Posted by bionic_radical Sun May 08, 2011 4:38 pm
EDIT: nm, I see what your saying with the multiplier of RANK
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Re: XS2 Ionized Null Rays
Posted by _Anshin_ Sun May 08, 2011 4:40 pm
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Re: XS2 Ionized Null Rays
Posted by bionic_radical Sun May 08, 2011 5:03 pm
THAT should be what I was aiming for, but do you really think its too much calculations for the game?
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Re: XS2 Ionized Null Rays
Posted by _Anshin_ Sun May 08, 2011 5:51 pm
Your formula works as is, however integrating it back into the weapon formula is a hit or miss. I am still trying to figure out if its individual random number generator per round, per individual, or per game.
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Re: XS2 Ionized Null Rays
Posted by bionic_radical Sun May 08, 2011 6:27 pm
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Re: XS2 Ionized Null Rays
Posted by _Anshin_ Sun May 08, 2011 6:30 pm
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Re: XS2 Ionized Null Rays
Posted by bionic_radical Tue May 10, 2011 5:47 pm
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