Steve Jackson Games Forums Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
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 03-12-2022, 03:50 PM #31 dataweaver     Join Date: Aug 2004 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. __________________ Point balance is a myth.[1][2][3][4]
 04-11-2022, 05:57 PM #32 Antiquation!     Join Date: Oct 2006 Location: Check my subdermal tracking chip Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted! This is an incredibly slick little module, has it seen any table testing? __________________ "It is easiest to act first and ask forgiveness afterward. To ask first is to invite failure, and failure is never forgivable."

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