Posted by: Ulzgoroth
« on: January 20, 2024, 05:16:37 AM »Yes, that it falls off "according to" that factor is the perfectly obvious part. The not obvious part is how it falls off according to the factor. (My previous, quite wrong, impression was that it fell off by subtracting the aforementioned factor from the max damage.)
It looks like the answer might be damage = floor(initial damage / min(1, range/range_modifier))
That fits the first few data points of a 53-damage laser pretty well, and also the apparent profile of a 3-damage laser and a 6-damage carronade.
If that's right, it makes the benefits of increased rand modifiers pretty simple - so long as the new range modifier doesn't exceed the range to target, damage is effectively multiplied by the modifier. Which fits quite nicely with the pricing, too.
It looks like the answer might be damage = floor(initial damage / min(1, range/range_modifier))
That fits the first few data points of a 53-damage laser pretty well, and also the apparent profile of a 3-damage laser and a 6-damage carronade.
If that's right, it makes the benefits of increased rand modifiers pretty simple - so long as the new range modifier doesn't exceed the range to target, damage is effectively multiplied by the modifier. Which fits quite nicely with the pricing, too.