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- ============== Armor Price Formula ==============
- Effect = 1.0
- Partial Coverage (+1 difficulty to bypass): Effect += 0.0
- Dual-Part Coverage (+2 difficulty to bypass): Effect += 0.5
- Full Coverage (No bypass): Effect += 1.0
- Concealable (e.g. Kevlar Vest): Effect += 0.5
- Flame Resistance: Effect += 1.0
- Armor Rating halved against bullets/melee: Effect -= 0.3
- Market Value Formula: ((Armor Rating + Increased Traits) * 1000 - Dexterity Penalty * 250) * Effect
- ============== Melee Price Formula ==============
- Effect = 1.0
- Lethal += 0.5
- Aggravated += 3.0
- Silver/Gold/Cold Iron += 2.0
- Pocket Conceal: Effect += 0.2
- Jacket Conceal: Effect += 0.0
- Trench-coat Conceal: Effect -= 0.1
- Unconcealable: Effect -= 0.2
- Additional damage die when two-handed: Effect += 0.5
- Penetrates up to three points of armor: Effect += 3.5
- Additional 2 dice for Disarm: Effect += 0.15
- Additional Block die: Effect += 0.15
- +1 difficulty to opponent's block: += 0.3
- Two-handed weapon: Effect -= 0.03
- Two-handed heavy weapon (Strength 3+): Effect -= 0.05
- Self-damage on botch: Effect -= 0.2
- Ability to entangle an enemy’s limb at +1 difficulty: Effect += 0.3
- Breaks after three uses: Effect -= 0.8
- Damage doubled (before soak) upon expenditure: Effect *= 2.0
- ((Damage * 500) + ((10 - Difficulty) / 2 * Damage * 100)) * Effect
- ============== Firearms Price Formula ==============
- Effect = 1.0
- Full-Auto/Three-round-burst: Effect += 0.4
- Pocket Conceal: Effect += 0.2
- Jacket Conceal: Effect += 0.0
- Trenchcoat Conceal: Effect -= 0.1
- Unconcealable: Effect -= 0.2
- (Damage * 600 + FireRate * Damage * 30 + (TotalClip / FireRate * Damage * 5) + (Range - 30) * (10 + Damage)) * Effect
- ============== Explosives Price Formula ==============
- (BlastPower * 50) + (BlastArea * 50) * Effect
- ============== Shields Price Formula ==============
- (RangedSoakDice * 1000 + CloseIncreasedDifficulty * 1500) * (1 - DexterityPenalty * 0.1)
- ============== Gun-Scopes Price Formula ==============
- Effect = 1.0
- Night Vision += 1.0
- (DifficultyReduction * 1700 - AimTurns * 500) * Effect
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