needing to make the % multiplier operations reach actual integers at distinct levels of protection...
I think you mistunderstood what I'm proposing. Let me try to clarify.
In Piratez_Globals.rul you have:
enviroEffects:
- type: STR_ENVIRO_HEAT
environmentalConditions:
STR_FRIENDLY:
weaponOrAmmo: "AURA_HEAT"
Which means that if we're in an STR_ENVIRO_HEAT environment, it will trigger AURA_HEAT damage on every friendly unit at the beginning of every turn.
The
AURA_HEAT item causes 8 HEAT damage with a damageAlters ToMana: 0.08 and ToStun: 1. This means that, if your armor has:
- 100% HEAT resist, it will cause:
8 Stun damage
0.64 freshness damage (rounded to 1)
- 79% HEAT resist, it will cause:
6.32 Stun damage
0.506 Freshness damage (rounded to 1)
- 78% HEAT resist, it will cause:
6.24 Stun damage
0.499 Freshness damage (rounded to 0)
In other words, currently, having 78% HEAT resist on an armor is enough to not take any freshness damage. The AURA_HEAT does static 8 HEAT damage, but whether it's 1 HEAT damage with ToMana: 0.64, or 20 HEAT damage with ToMana: 0.032, it's resulting damage will be the same.
What I'm proposing (to normalize this 78% HEAT resist to be 100%), it means having to change HEAT resist value on all the armors to be 1.282x higher, and to change AURA_HEAT to do 1.282x less damage (we also need to correct the wearable resist items).
For instance, we change AURA_HEAT to be 1 HEAT damage with ToStun: 6.24 and ToMana: 0.499 (It's the same as 8 HEAT damage with 8x smaller multipliers)
In this case, an armor with 100% HEAT resist will take:
1 * 6.24 = 6.24 Stun damage
1 * 0.499 = 0.499 Freshness damage (rounded to 0)
An armor with 101% HEAT resist would take:
1.01 * 6.24 = 6.30 Stun damage
1.01 * 0.499 = 0.504 Freshness damage (rounded to 1)
Currently, WARRIOR armor has 130 HEAT resist, right? Currently, this armor will take 10.4 Stun damage per turn and 0.832 Freshness damage.
So after the aura change, this armor would be changed to have 167 HEAT resist, and it would take
1 * 1.67 * 6.24 = 10.42 Stun damage
1 * 1.67 * 0.499 = 0.833 Freshness damage
So basically the same. But now it's less confusing (AKA better game design) because it's much easier for a player to understand that anything over 100% causes freshness damage.
AURA_COLD, currently does 8 COLD damage with multipliers ToEnergy: 1.25, ToStun: 0.33, ToHealth: 0.03. In this case:
An armor with 208% COLD resist takes:
20.8 Energy damage
5.491 Stun damage
0.499 Health damage (rounded to 0)
An armor with 209% COLD resist takes:
20.9 Energy damage
5.5176 Stun damage
0.5016 Health damage (rounded to 1)
If we want the 208% to be normalized to 100%, then we need to change AURA_COLD to do 2.08x more damage, and divide COLD resist value of all our armors by 2.08x.
For instance, if we change AURA_COLD to do 1 COLD damage with multipliers ToEnergy: 20.8, ToStun: 5.49, ToHealth: 0.499, then:
An armor with 100% COLD resist would take:
20.8 Energy damage
5.49 Stun damage
0.499 Health damage (rounded to 0)
An armor with 101% COLD resist would take:
21.01 Energy damage
5.545 Stun damage
0.504 Health damage (rounded to 1)
So yeah. What I'm proposing is changing the AURA weapons that define environment damage, the resist items on armor, and the minimum resists on wearable resist items (Fancy Shawl with 50 minimum COLD resist would need to changed to 24 for it to work exactly the same). And, of course, the
Hostile Environment article to say that anything over 100% takes freshness/hp damage.