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#57 - [Bug] Damage Reduction Redone #2 (Added)

 
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Vanoi
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PostPosted: Sun Sep 22, 2013 12:24 am    Post subject: #57 - [Bug] Damage Reduction Redone #2 (Added) Reply with quote

This is still a very old still existing exploit.
Okay... There are 2 "fair" options for fixing this.

#1 it is https://sourceforge.net/p/dropshock/tickets/57/

#1 Associated Array
Ballistic, Missile, Energy, Meka, and Building reductions are combined (Ballistic, Missile and Energy are exclusive) then if they are over 60%, it is set to 60% then <INSERT MATHS>.
(eg. 100 Damage x .6 = 40 Damage)

#2 Dual-Tier Reduction
Damage is reduced by Ballistic, Missile and Energy reduction values first, then reduced again by Meka and Building values (thus they'd never get 100%).
(eg. 100 Damage x (1-.6) = 40 Damage x (1-.25) = 30 Damage)
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Last edited by Vanoi on Sat Oct 05, 2013 5:43 pm; edited 3 times in total
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Dark Leth
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PostPosted: Sun Sep 22, 2013 1:18 am    Post subject: Reply with quote

I'd rather err on the side of less reduction than more. Any thoughts from the peanut gallery?
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Walterohdim
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PostPosted: Sun Sep 22, 2013 5:11 am    Post subject: Reply with quote

Nerfing them by reducing the damage reduction would be the first step. I have always hated these mods from the moment they entered the game, as they create a paper scissors rock game play that didn't exist before they were introduced.


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corclaork
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PostPosted: Sun Sep 22, 2013 7:23 am    Post subject: Reply with quote

agree with the above so a vote for #1.

cor
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ParalyzeD
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PostPosted: Mon Sep 23, 2013 5:07 am    Post subject: Reply with quote

I would support either just to get the vote thru, but if it matters I have a preference for option 2 simply cause using a dual tier reduction would allow use for both reductions instead of making one or the other obsolete
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khaibar
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PostPosted: Wed Sep 25, 2013 2:15 am    Post subject: Reply with quote

units have too much HP so #1
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Vanoi
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PostPosted: Fri Sep 27, 2013 2:36 pm    Post subject: Reply with quote

So #1... Coded.
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