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  #1  
Old January 19th, 2003, 03:02 AM
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Default Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)

Threshhold of 0 makes the cost to lower and raise equal to the base cost (Pct Cost). 0 seems to tell SE4 that there is no threshhold lowering or raising.
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  #2  
Old January 21st, 2003, 12:14 PM
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Default Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)

Oh really? Ok. I'll see if I can wrap this up and post it this week. It's mostly done now, I think.

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  #3  
Old January 21st, 2003, 12:18 PM

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Default Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)

So, you don't mind if I steal most your hard work for the Art of War mod, do you? (credit will be given, of coarse...)
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Old January 21st, 2003, 07:29 PM

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Default Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)

Quote:
Originally posted by PvK:
That's an interesting argument, which makes some sense. Perhaps defensiveness is inherently slightly better than aggressiveness - any other thoughts?
Here is another way to look at the value offensiveness vs. defensiveness. Compare the amount of damage you would do against a ship with no bonuses in either characteristic, and divide that by the amount you would take from that same ship. In most cases, it is better to have taken a bonus in defensiveness than in agressiveness. So as long as you can avoid going lower than a base 5% to hit, defensiveness wins out. Here are the numbers...

Player A has taken +25% to defensiveness
Player B has taken +25% to aggressiveness
Player C has taken +0% in both.
"base to hit" is the chance to hit before aggressiveness or defensiveness is applied
Assume average of 100 damage (you could use any amount, this is just so we have numbers to look at)

Format is: (player) (amount of damage he deals) (amount of damage he takes) (damage dealt / damage taken)

Base to hit: 100% (point blank range, no other bonuses)
- Player A vs Player C 100 75 1.33
- Player B vs Player C 100 100 1.00

Base to hit: 75% (point blank range, ecm3, sensors3, stealth and scattering armor)
- Player A vs Player C 75 50 1.50
- Player B vs Player C 100 75 1.33

Base to hit 50%
-Player A vs Player C 50 25 2.00
-Player B vs Player C 75 50 1.5

Base to hit 25%
- Player A vs Player C 25 1 25.0
- Player B vs Player C 50 25 2.0

Base to hit 0%
- Player A vs Player C 1 1 1.0
- Player B vs Player C 25 1 25.0

-spoon

[ January 22, 2003, 00:57: Message edited by: spoon ]
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Old January 21st, 2003, 10:50 PM
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Default Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)

Quote:
Originally posted by dumbluck:
So, you don't mind if I steal most your hard work for the Art of War mod, do you? (credit will be given, of coarse...)
Of course not! Please do! Of course, your mod may also change the value of some of the things.

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Old January 22nd, 2003, 02:41 AM

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Default Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)

"Base to hit: 100% (point blank range, no other bonuses)
- Player A 100 75 1.33
- Player B 100 100 1.00"

I'm not sure where you're getting this. Player B's Aggressiveness bonus would cancel out Player A's Defensiveness bonus. The result is no advantage either way.

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Old January 22nd, 2003, 02:50 AM

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Default Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)

Quote:
Originally posted by Phoenix-D:
I'm not sure where you're getting this. Player B's Aggressiveness bonus would cancel out Player A's Defensiveness bonus. The result is no advantage either way.
Right, against each other they cancel out. This comparison was against ships with NO bonuses in either aggressiveness or defensiveness. Lets call him Ship C. All the comparisons are either:
- Ship A vs Ship C
- Ship B vs Ship C

I've edited the original post to clear up the confusion...

[ January 22, 2003, 00:58: Message edited by: spoon ]
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