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There are currently 35 users playing Freelancer on 39 servers.
September. 21, 2017

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"Technical" use of the WeaponModDB-Entries in FL
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Hello folks. Here is a question that came to my mind a while ago:
How does FL use/handle these WeaponModDB entries mathematically/technically ?
To be more precise:
Is such entry (example 0.7 and/or 1.3) used as a multiplier for the Damage-output of the particular weapontype or is it used viceversa to actually raise the shields resistance against this weapontype ?
The reason for my question is:
When raising the shield-resistance (with 1.3) it wouldn´t result in the same effect compared to lowering the damgage-output to 0.7 and viceversa... since:

1000 dps x 0.7 = 700 dps.
So a capacity of 10000 ShieldHP (no recharge) could be "downed" in about 14,285 seconds instead of 10 secs.
You can see that this is a "real" resistance-raise of 42.85 percent (and NOT 30 percent as it suposed to be).
but a 10000 Shield x 1.3 = 13000 Shield-HP / 1000 dps results in 13 seconds to bring the shield down to 0 HP ( here is the "real" resistance-raise of 30 percent)

Maybe some of our Coders know the answer or they stumbled over it while they were "Hex"ing/disassembling or coding in FL.

Greetings

J.R.

Posted on: 8/15 19:06

Edited by J.R. on 2017/8/15 19:34:29
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Re: "Technical" use of the WeaponModDB-Entries in FL
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Shields are reduced by their offline capacity, so a 10000 shield with an offline capacity of 0.15 is really only an 8500 shield. I have an Excel spreadsheet which shows the effective capacity of a shield (vanilla heavy fighters) for each weapon type.

Posted on: 8/16 2:36
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Re: "Technical" use of the WeaponModDB-Entries in FL
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@adoxa
Hi there... long time no see...

I know i´ll have to take the "shield-offline-factor" into account when it comes to build new shields and weapons (balancing those is important to me)... but it doesn´t answer my question in general about the weaponmoddb-entries which alters the resistance of shields against specific weapon-types (regardless of the effective shield-capacity).

EDIT:
Or maybe i didn´t get you right here.
To be more precise:
I wonder if the actual damage of the gun gets reduced when hitting shields, or does Fl "virtually raise" the shield-hp ? (The first post shows my example of weaponmoddb-factor 1.3 compared to 0.7)

Greetings
J.R.


Posted on: 8/16 12:01

Edited by J.R. on 2017/8/16 18:07:49
Edited by J.R. on 2017/8/16 18:08:44
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Re: "Technical" use of the WeaponModDB-Entries in FL
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I have written a wiki article on this topic two months ago, I hope it covers all your questions, if not, then don't hesitate to ask:

weaponmoddb.ini

This is only based on my observations, I didn't look at the code.

Posted on: 8/16 21:45

Edited by Cpt_Rei_Fukai on 2017/8/16 22:53:21
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Re: "Technical" use of the WeaponModDB-Entries in FL
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It modifies the weapon (probably why it's called WeaponMod and not ShieldMod), based on a combined modifier.

Code:
modifier = 0
foreach generator:
  modifier += weapon_modifier
modifier /= number_of_generators
damage = (hull_damage * HULL_DAMAGE_FACTOR + energy_damage) * modifier


Posted on: 8/17 7:22
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Re: "Technical" use of the WeaponModDB-Entries in FL
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Ah.. I see.
So it actually modifies the damage of the particular weapon-type when the shield got hit...meaning its not a "resistance-raise" but a "damage-reduce" by the given factor. In this case I should make it clear in my next update for the infocards, since the "damage-reduce-factor" is not equivalent with a "virtual capacity-raise". (as my example in the first post shows)

Thanks for clearing this up folks.
Much appreciated...

Greetings J.R.

Posted on: 8/17 15:20
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Re: "Technical" use of the WeaponModDB-Entries in FL
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It is not only a damage reduction, it is possible to create a weapon that deals bonus damage against certain shield types, like in the example I put in the wiki.

Posted on: 8/17 21:13
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Re: "Technical" use of the WeaponModDB-Entries in FL
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Is the File server side editable ? ie clients will not need updating..

Posted on: 8/17 22:21
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Re: "Technical" use of the WeaponModDB-Entries in FL
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Quote:

corpse wrote:
Is the File server side editable ? ie clients will not need updating..


As far as I know the file is used serverside only (to calculate the damage)... but I didn´t do any testing on this, since the ini-file will be checked for cheating by the ENIGMA Mod-Launcher anyways on game-startup.

Greetings
J.R.

Posted on: 8/20 20:57
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