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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. Two-handed weapon: Effect -= 0.03
  30. Two-handed heavy weapon (Strength 3+): Effect -= 0.05
  31. Self-damage on botch: Effect -= 0.2
  32. Ability to entangle an enemy’s limb at +1 difficulty: Effect += 0.3
  33. Breaks after three uses: Effect -= 0.8
  34. Damage doubled (before soak) upon expenditure: Effect *= 2.0
  35.  
  36. ((Damage * 500) + ((10 - Difficulty) / 2 * Damage * 100)) * Effect
  37.  
  38.  
  39.  
  40.  
  41. ============== Firearms Price Formula ==============
  42. Effect = 1.0
  43. Full-Auto/Three-round-burst: Effect += 0.4
  44. Pocket Conceal: Effect += 0.2
  45. Jacket Conceal: Effect += 0.0
  46. Trenchcoat Conceal: Effect -= 0.1
  47. Unconcealable: Effect -= 0.2
  48.  
  49. (Damage * 600 + FireRate * Damage * 30 + (TotalClip / FireRate * Damage * 5) + (Range - 30) * (10 + Damage)) * Effect
  50.  
  51.  
  52.  
  53. ============== Explosives Price Formula ==============
  54. (BlastPower * 50) + (BlastArea * 50) * Effect
  55.  
  56.  
  57.  
  58. ============== Shields Price Formula ==============
  59. (RangedSoakDice * 1000 + CloseIncreasedDifficulty * 1500) * (1 - DexterityPenalty * 0.1)
  60.  
  61.  
  62.  
  63. ============== Gun-Scopes Price Formula ==============
  64. Effect = 1.0
  65. Night Vision += 1.0
  66. (DifficultyReduction * 1700 - AimTurns * 500) * Effect
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