Lirbo

Market Price Formulas

Dec 30th, 2023 (edited)
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  1. ============== Armor Price Formula ==============
  2. Effect = 1.0
  3. Partial Coverage (+1 difficulty to bypass): Effect += 0.0
  4. Dual-Part Coverage (+2 difficulty to bypass): Effect += 0.5
  5. Full Coverage (No bypass): Effect += 1.0
  6. Concealable (e.g. Kevlar Vest): Effect += 0.5
  7. Flame Resistance: Effect += 1.0
  8. Armor Rating halved against bullets/melee: Effect -= 0.3
  9.  
  10. Market Value Formula: ((Armor Rating + Increased Traits) * 1000 - Dexterity Penalty * 250) * Effect
  11.  
  12.  
  13.  
  14.  
  15. ============== Melee Price Formula ==============
  16. Effect = 1.0
  17. Lethal += 0.5
  18. Aggravated += 3.0
  19. Silver/Gold/Cold Iron += 2.0
  20. Pocket Conceal: Effect += 0.2
  21. Jacket Conceal: Effect += 0.0
  22. Trench-coat Conceal: Effect -= 0.1
  23. Unconcealable: Effect -= 0.2
  24. Additional damage die when two-handed: Effect += 0.5
  25. Penetrates up to three points of armor: Effect += 3.5
  26. Additional 2 dice for Disarm: Effect += 0.15
  27. Additional Block die: Effect += 0.15
  28. +1 difficulty to opponent's block: += 0.3
  29. Must be used as a pair: Effect -= 0.1
  30. Two-handed weapon: Effect -= 0.1
  31. Two-handed heavy weapon (Strength 3+): Effect -= 0.05
  32. Two-handed heavy weapon (Strength 4+): Effect -= 0.1
  33. Self-damage on botch: Effect -= 0.2
  34. Ability to entangle an enemy’s limb at +1 difficulty: Effect += 0.3
  35. Breaks after three uses: Effect -= 0.8
  36. Damage doubled (before soak) upon expenditure: Effect *= 2.0
  37.  
  38. ((Damage * 500) + ((10 - Difficulty) / 2 * Damage * 100)) * Effect
  39.  
  40.  
  41.  
  42.  
  43. ============== Firearms Price Formula ==============
  44. Effect = 1.0
  45. Full-Auto/Three-round-burst: Effect += 0.4
  46. Pocket Conceal: Effect += 0.2
  47. Jacket Conceal: Effect += 0.0
  48. Trenchcoat Conceal: Effect -= 0.1
  49. Unconcealable: Effect -= 0.2
  50.  
  51. (Damage * 600 + FireRate * Damage * 30 + (TotalClip / FireRate * Damage * 5) + (Range - 30) * (10 + Damage)) * Effect
  52.  
  53.  
  54.  
  55. ============== Explosives Price Formula ==============
  56. Effect = 1.0
  57. Burn: Effect += 0.5
  58. Bashing Damage: Effect -= 0.35
  59. Aggravated Damage: Effect += 0.5
  60. ((BlastPower * 70) + (BlastArea * 30)) * Effect
  61.  
  62.  
  63.  
  64. ============== Shields Price Formula ==============
  65. (RangedSoakDice * 1000 + CloseIncreasedDifficulty * 1500) * (1 - DexterityPenalty * 0.1)
  66.  
  67.  
  68.  
  69. ============== Gun-Scopes Price Formula ==============
  70. Effect = 1.0
  71. Night Vision += 1.0
  72. Thermal Vision += 1.5
  73. (DifficultyReduction * 1700 - AimTurns * 500) * Effect
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