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Old 03-12-2022, 03:50 PM   #31
dataweaver
 
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Default Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!

A note about the Damage Value vs. Armor Value comparison:

1-1=0: stopped.
1-0.7=0.3, -3
1-0.5=0.5, -2
1-0.3=0.7, -1
1-0.2=0.8, -1
1-0.15=0.85, -0
1-0.1=0.9, -0

On a six-step scale, an AV that's within four of the DV will downgrade the damage by a minimum of -1 and up to -3. As seen above, this degradation is fairly easy to remember: -3, -2, -1, -1, -0.

Perhaps the biggest drawback of the 20-step scale is that it requires a more extensive table for armor stopping power:

-0: 1.00-1.00=0, or -∞
-1: 1.00-0.89=0.11, or -19
-2: 1.00-0.79=0.21, or -14
-3: 1.00-0.71=0.29, or -11
-4: 1.00-0.63=0.37, or -9
-5: 1.00-0.56=0.44, or -7
-6: 1.00-0.50=0.50, or -6
-7: 1.00-0.45=0.55, or -5
-8: 1.00-0.40=0.60, or -4
-9: 1.00-0.36=0.64, or -4
-10: 1.00-0.32=0.68, or -3
-11: 1.00-0.28=0.72, or -3
-12: 1.00-0.25=0.75, or -2
-13: 1.00-0.22=0.78, or -2
-14: 1.00-0.20=0.80, or -2
-15: 1.00-0.18=0.82, or -2
-16: 1.00-0.16=0.84, or -1
-17: 1.00-0.14=0.86, or -1
-18: 1.00-0.13=0.87, or -1
-19: 1.00-0.11=0.89, or -1
-20: 1.00-0.10=0.90, or -1
-21: 1.00-0.089=0.911, or -1
-22: 1.00-0.079=0.921, or -1
-23: 1.00-0.071=0.929, or -1
-24: 1.00-0.063=0.937, or -1
-25: 1.00-0.056=0.944, or -0

Condensing this, we get:
-0: -∞
-1: -19
-2: -14
-3: -11
-4: -9
-5: -7
-6: -6
-7: -5
-8 or -9: -4
-10 or -11: -3
-12 to -15: -2
-16 to -24: -1
-25 or less: -0

Also, combining damage: if a second attack is attacked on top of the first one, the effective damage value is increased based on how much of a difference there is between them:

-0: 1.00+1.00=2.00, or +6
-1: 1.00+0.89=1.89, or +6
-2: 1.00+0.79=1.79, or +5
-3: 1.00+0.71=1.71, or +5
-4: 1.00+0.63=1.63, or +4
-5: 1.00+0.56=1.56, or +4
-6: 1.00+0.50=1.50, or +3
-7: 1.00+0.45=1.45, or +3
-8: 1.00+0.40=1.40, or +3
-9: 1.00+0.36=1.36, or +3
-10: 1.00+0.32=1.32, or +2
-11: 1.00+0.28=1.28, or +2
-12: 1.00+0.25=1.25, or +2
-13: 1.00+0.22=1.22, or +2
-14: 1.00+0.20=1.20, or +2
-15: 1.00+0.18=1.18, or +1
-16: 1.00+0.16=1.16, or +1
-17: 1.00+0.14=1.14, or +1
-18: 1.00+0.13=1.13, or +1
-19: 1.00+0.11=1.11, or +1
-20: 1.00+0.10=1.10, or +1
-21: 1.00+0.09=1.09, or +1
-22: 1.00+0.08=1.08, or +1
-23: 1.00+0.07=1.07, or +1
-24: 1.00+0.06=1.06, or +1
-25: 1.00+0.06=1.06, or +1
-26: 1.00+0.05=1.05, or +0

Condensing:
-0 or -1: +6
-2 or -3: +5
-4 or -5: +4
-6 to -9: +3
-10 to -14: +2
-15 to -25: +1
-26 or lower: +0.

Of course, on the six-step scale, that's much simpler:
1.0+1.0=2.0: +2
1.0+0.7=1.7: +1
1.0+0.5=1.5: +1
1.0+0.3=1.3: +1
1.0+0.2=1.2: +0

So: +2 if they're equal, +1 if the weather is within three of the stronger, and +0 otherwise.

That said, subtractive and additive comparisons (like damage vs. armor or combined attacks) might be easier to just translate to effect points (that is, what HP and DR are measured in), substract or add as appropriate, and then translate back to the log scale.
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Old 04-11-2022, 05:57 PM   #32
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Default Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!

This is an incredibly slick little module, has it seen any table testing?
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