LR: Modifying ACLR - Printable Version +- The Raven Republic Forums (https://ravenrepublic.net/forums) +-- Forum: Armored Core (https://ravenrepublic.net/forums/forumdisplay.php?fid=57) +--- Forum: Theory and Concept (https://ravenrepublic.net/forums/forumdisplay.php?fid=25) +---- Forum: Prior Generations (https://ravenrepublic.net/forums/forumdisplay.php?fid=78) +---- Thread: LR: Modifying ACLR (/showthread.php?tid=2357) |
LR: Modifying ACLR - adiyel - 09-02-2010 first, i wanna greet everyone here. i originally posted this on ACO, but there's been some screwy stuff on my user privilages, so i cant't do anything else there. this isn't finished, as i've also found the OB startup heats, and the frame part damage/broken constants. i'll update when i get a chance. Quote:Table of contents RE: ACLR's hidden stats - NiX - 09-02-2010 Oh yeah, I saw this on ACO. Thanks so much for posting it here too! And welcome to Raven Republic. RE: ACLR's hidden stats - Goat - 09-03-2010 Much appreciated, thanks. Also, welcome to the Republic. RE: ACLR's hidden stats - NiX - 09-05-2010 Hey adiyel, did you check if there's actually an arm accuracy stat there? Cuz as it is, I don't really notice it and it seems to be an irrelevant stat. Even arms overweight seems irrelevant. RE: ACLR's hidden stats - adiyel - 10-12-2010 @NiX that's because, for instance, LEMUR's aim accuracy of "282" is dumbed down number for a more complicated expression, and the differences in aim accuracy only make any real difference when AC's are in high speed flight. alright, so if anyone ever went to ACO, thy'd know i was doing a bit of an edit on LR, but do to unexpected circumstances i shall not explain at this time, i'm scrapping that venture...for now. i want to better invest my energies into creating my own game with HGE. i was always a fan of old school RPG, and thats what i plan on making. but before i start, i will tell you all about a few little known things about LR's damge sysytem. first of all, i was argued with by a senior user at ACO (you know, the kinda guy everybody knows by name, maybe because they were in LR match vids and they swear they know everything...) who tried to convince me that damage/defense was linear, and in fact it is not, even by the biggest stretch. i have to let everyone know this energy weapons represent the standard for damage. with a given defense score (0-1599 is E, 1600-1699 is D, 1700-1799 is C, 1800-1899 is B, 1900-1999 is A, and 2000 and above is S), higher ATK score does a smaller percent damage. for instance, a 300 ATK weapon might do say 35% ATK as damage, while a 4000 ATK weapon will do 33% ATK as damage (these are just examples. they aren't exact*). all En weapons do stable, consistent damage. shell weapons on the other hand, have set damage variations based on what ammo type they are (rifles' variation is different from that of the grenades). so to put it plainly, shell weapons have positive and negative deviations on their damage (for instance, a rifle round might have a variation of -1.001, +1.401 on its percent ATK as damage). the only thing i can say firmly is the guys at FROM liked rifles....and they sure came to hate MG's! * the reason is that due to the system in place for damage calculation which tries to eliminate the possibility of a weapon doing 0 dmg, lower ATK weapons don't get hedged as precisely as higher ATK weapons RE: ACLR's hidden stats - LCC - 10-15-2010 If i'm understanding you correctly, high attack shell weapons take a bigger percentage of their attack power compared to lower attack power shell weapons and different shell weapon types have a range of damage that they do within a set deviation depending on what type of ammo is used (rifle, zook, linear, GL, missile, etc). En weapons all do the same percentage of damage no matter what the attack power is. I'm a bit confused on the defense tiers you posted, tho. Were they just for testing purposes or is the defense in LR actually set in tiers of 100 with any more def above 2k being useless? Or does it reduce the damage from the attack power per def point then take a lower percentage of the reduced damage after checking which tier the defense lies in? TM is a fag. RE: ACLR's hidden stats - NiX - 10-15-2010 It's a bit confusing indeed. But really interesting and helpful nonetheless. It'd be great if you could expound on the whole defense thing more. RE: ACLR's hidden stats - adiyel - 10-19-2010 Ok, so I'm on a cell right now, so bear with me... As for defense tiers, those are the actual in-game tiers. A total of 3200 defense (1600 each) begins the "D" tier (the tiers themselves I think are useless). So yes, additional defense over 2000 does do something. As for weapon attack, three shots from a 105 atk weapon is less damaging than one shot from a 315 atk weapon. Now keep in mind this is only always true with EN weapons, as they have no damage variation. As for shell weapons, say a rifle might have variation of +1.401percent, -1.010percent, a grenade's variations will be different, like +1.255, -1.300. All I can say definitively, is that for shell weapons, lower atk weapons (rifles, snipers, missiles) tend to give better bang for your buck than hi atk one like the 'nades...unless that low atk weapon is a MG RE: ACLR's hidden stats - LCC - 10-21-2010 So it was just for testing then, cool cool. RE: ACLR's hidden stats - TMRaven - 10-22-2010 LCC meant Last Raven's actual defense tiers, not the letter tiers the game's chart gives. The game has defensive bonus tiers altering from 23 and 27, making for numbers of 50 and 100. (I'm not sure if 23 and 27 are the exact numbers, it's been a while since I tested and I didn't keep my findings) RE: ACLR's hidden stats - Goat - 10-22-2010 My mom plays LR! RE: ACLR's hidden stats - Fox - 10-22-2010 Mine too! RE: ACLR's hidden stats - seraquiem - 10-24-2010 (10-22-2010, 08:51 AM)Goat Wrote: My mom plays LR! That's a shocker. RE: ACLR's hidden stats - adiyel - 10-26-2010 @your mom Explain this to me and I'll get back to you on it. To my knowledge, a lot of things like that that existed in previous games was removed, but I'm probably wrong here, so do share. @ everyone else I changed my mind. since I have to learn JavaScript in order code an all new battle system and some peculiar stats, I can focus on LR again. So I'd like your opinions on a few things: 1) If you could use certain cannons (watered down versions, only about six in total, inferior to the unusable ones, but still worthwhile), what would have to happen to missiles in order to make them remain worth using? 2) Other than taking away their unique characteristics (firing many missiles at once, or being comparatively drainy), if they aren't already (and I don't think they are generally) what could be done to make micros competitive? 3) I feel that the problem with LR's weapon pool is that although there be many weapons, there are far less playable options than in SLAC. Does anyone agree that bringing poorer weapons up to par would open the doors to a more diverse playing field? 4) I had an idea for a revised TP (through hacking), do you think this would be playable without being ban-worthy: Weight: 385 E drain: 460 (No tunes applied) Boost power: 21600 Usage drain: 6288 Acceleration: 4479 Booster heat: 4811 RE: ACLR's hidden stats - NiX - 10-26-2010 Hey mom, was that data lost along with the old ACO? adiyel: 1) You mean you'd make some weaker cannons accessible to bipeds? I think it's ok, provided that they take some kind of penalty. Maybe a stability penalty. On another note: Weight should have factored into stability. =/ 2) Make them faster than regular missiles / Slightly slower but with better homing / Multiple locking, etc. 3) Definitely. DRAGON, RA2, SPIRIT, ETTIN, etc all come to mind. 4) Not sure yet. |