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Old 02-23-2011, 09:46 AM   #51
sir_pudding
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Default Re: Who actually uses the multiplicative Modifiers from Powers?

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Originally Posted by Bruno View Post
The same things they usually mean.
Only they aren't in a cone, they're in a tight bunch. But hopefully you get the idea.
So the problem is with multiple projectile rounds? AFAICT they reasonably approximate their performance in real life. What am I missing?
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Old 02-23-2011, 02:00 PM   #52
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Default Re: Who actually uses the multiplicative Modifiers from Powers?

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Originally Posted by Yako View Post
...I think that would be a bit too much though... ^^ ()
If you apply the rest in anoher multiplicative step, thus making it like:

x: Limitation value expressed as decimal b: cost of the ability prior to applying limitations

c: final cost y: limitations in excess of the 80% limit as decimal

c=b*0,2*y

...which I think would be too much given how point efficient the multiplicative mods already are.
Allow me to clarify:

a: cost of the ability prior to applying enhancements
b: cost of the ability prior to applying limitations
c: final cost
w: enhancements expressed as a percent to be added.
x: limitations expressed as a percent to be subtracted, up to 80%.
y: limitations in excess of 80% expressed as a percent to be subtracted, minimum 0%.

If y is greater than or equal to w, then b = a; otherwise, b = a * (1 + w - y).

Regardless, c = b * (1 - x).

So if you have a 10-point trait (a = 10), +50% of enhancements (w = 0.5), and -50% of limitations (x = 0.5, y = 0.0), then b = 10 * (1 + 0.5 - 0.0) = 15, and c = 15 * (1 - 0.5) = 8. If you double the limitations to -100% (x = 0.8, y - 0.2), then b = 10 * (1 + 0.5 - 0.2) = 13, and c = 13 * (1 - 0.8) = 3. If you triple the limitations to -150% (x = 0.8, y = 0.7), then b = 10 (because 0.7 is greater than 0.5) and c = 10 * (1 - 0.8) = 2 points.

No matter what, c will never, ever be less than a/5.
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Old 02-23-2011, 09:22 PM   #53
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Default Re: Who actually uses the multiplicative Modifiers from Powers?

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Originally Posted by sir_pudding View Post
So the problem is with multiple projectile rounds? AFAICT they reasonably approximate their performance in real life. What am I missing?
Actually, multiple projectile rounds are a third state which I hadn't considered; GURPS conflates them, but that seems to be part of the problem.

I was thinking of many separate weapons, like tertiary batteries in Spaceships. The rules are pretty accurate for an HMG spraying at ROF: 30(a serial attack), or a shotgun with 30-pellet shot shells(a "split" attack? There's only one firing event), but they're pretty silly for 30 guns each firing once at the same target(a parallel attack). Area fire or suppression fire, sure, but not saturation fire. And yet 30 guys with ROF: 1 smallarms will still hit a lot more than 1 guy with a ROF: 30 smallarm.

(This is also assuming you have the computing power to aim 30 guns at the same target in realtime.)
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Old 02-23-2011, 09:26 PM   #54
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Default Re: Who actually uses the multiplicative Modifiers from Powers?

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Originally Posted by Darekun View Post
they're pretty silly for 30 guns each firing once at the same target(a parallel attack)
The rapid-fire rules really shouldn't be used for this. Really each weapon should roll separately. For large numbers of guns (and thirty is probably big enough) you can just take the chance of one hitting and multiply it by the number of guns.
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Old 02-23-2011, 10:57 PM   #55
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Default Re: Who actually uses the multiplicative Modifiers from Powers?

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Originally Posted by sir_pudding View Post
The rapid-fire rules really shouldn't be used for this. Really each weapon should roll separately. For large numbers of guns (and thirty is probably big enough) you can just take the chance of one hitting and multiply it by the number of guns.
That's equivalent to dividing down Rcl, except the granularity is even worse :J (You can, of course, roll twice and multiply each by 4d+1, or the like.)
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