Starbound

Starbound

Alternative Armor Scale
54 Comments
DJBacon 13 Apr @ 5:58pm 
Anyone have an alternative?
n3uva 31 Jan, 2023 @ 8:03am 
this doesn't work anymore
Gear_Storm 26 Oct, 2022 @ 4:49pm 
@somethingretarded are you going to update the mod to be compatible with 1.4?
Apex Predator 2 Aug, 2022 @ 11:03am 
It doesn't seem to work in 1.4.4 :winter2019sadyul:

I have a defense rating of 112 and I'm still impervious to physical damage.
Honk: Showclown 20 Jul, 2022 @ 1:50am 
expoential
Blackjack 2 Jul, 2022 @ 8:22pm 
Heya!
Running into a weird issue and hoping maybe someone else here has seen it or might know how to fix it. It seems that the change to how defense works isn't applying. At 100+ armor, I'm still completely immune to incoming damage rather than just extremely resistant. Using the armor scaling equation, it shows that I SHOULD have have ~93% damage resist at 134 armor, but instead I take no damage at all if I'm over 100. Is that mod still working, or is another mod I have messing with it?

Here's the list of mods we're using if that helps: https://steamproxy.net/sharedfiles/filedetails/?id=2223698307
slugnuts? 19 Jun, 2022 @ 11:16am 
Does this mod work anymore? installed it but it hasn't changed anything
Meefreese 9 Jun, 2021 @ 9:31pm 
i find it odd that with only 100 defense yoou become impervious to damage. this makes some mod armors quite overkill.

thank you for this!
Btx256 11 Jan, 2020 @ 9:07am 
Harder.
The Traveler 21 Dec, 2019 @ 11:31pm 
Wait, does this make the game easier or harder?
Callawe 29 Oct, 2019 @ 11:21am 
Is it just me, or does this mod not work post 1.4?. The moment i go above 100 defense, i instantly become invincible to all damage.
Chaika? Yes. Chaika. 26 Feb, 2019 @ 12:01am 
Great! I've added a link to your Starbound Workshop in my description to link people to your mods, since I didn't have it before. Thanks for letting me use the modified scaling! :)
SomethingRetarded  [author] 25 Feb, 2019 @ 7:30pm 
@Chaika? Yes. Chaika.
Awesome to hear that my mod is being used in RPG Growth.
Chaika? Yes. Chaika. 25 Feb, 2019 @ 12:59pm 
Hey, just wanted to let you know that RPG Growth is currently using this mod (the JSON patches) because it is incredibly useful for adding new bonuses. Please let me know if you would like me to remove all the JSON files taken from this mod, and I will do so immediately. When I originally took the files, I asked for permission from the FU team instead of you, and this was a mistake!
SomethingRetarded  [author] 3 Aug, 2017 @ 10:21am 
Hi Xaliber, weclcome back.
The defense rating still follows the same concepts and boss immunity is still disabled.
Xaliber 3 Aug, 2017 @ 7:47am 
Oh and does this still disable bosses' immunity?
Xaliber 3 Aug, 2017 @ 7:46am 
Hiya SomethingRetarded (that's a weird way to call someone...), I've just returned to Starbound and got interested in playing a full playthrough again.

Is the defense rating still the same like we've discussed back then in February, or is there some change?
SomethingRetarded  [author] 30 May, 2017 @ 8:04pm 
@FRANKAYHEYHO
Alternate Armor Scale only changes the way defense behaves, which does not change armor stats (only what your defense number represents). The changes to attack damage is caused by D+, which changes the multipliers that define nearly every item such as your deputy's vest (but it dosn't touch the item directly).
To ansewer your question more directly: alternate armor scale does not change the stats of your armor. D+ does, which is intentional.
RizzCarlton 30 May, 2017 @ 7:54pm 
Sorry if this has been answered, I read through all the comments and I'm still at a loss. For reference I looked at the Deputy Set mentioned below and all it's stats are different, including damage multiplier (i.e Deputy's Vest 5% att, 6, 5, .5, respectively). I am using Frackin, D+ and this armor scaling mod. I did not see in the description that it changes all the stats of armor (including attack). Is this intended behaviour?
Sayter 11 Apr, 2017 @ 12:33pm 
@Starfly: the majority of the scaling here is incorporated in FU already, which could also contribute to the issue (potentially)
Varyn [GER] 11 Apr, 2017 @ 5:14am 
Yea, talking about the full set (helmet, breast, pants). I will just ignore that set for now, as it obviously is too strong right now. I will report if I find any other wrong values =)
SomethingRetarded  [author] 11 Apr, 2017 @ 4:37am 
@Starfly [GER]
Thats odd. Alternate armor scale, and Difficulty+, only change the leveling tables. For values like that, the space suit would have to be tier 4 or 5 (Starbound's armor stops at tier 6, which is the solarium tier) depending on its base values. (we're talking about the full set, right?)

Alternate Armor Scale and Difficulty+ do not touch items directly. IIRC, Frackin Universe changes a lot of cosmetic sets of armor to use the leveling system and I think the spacesuit set was one of them. It is possible that either its base values are too high or it is using too high of a level.
Varyn [GER] 11 Apr, 2017 @ 3:15am 
Hi. I'm using FU-collection, D+ and this mod. The normal iron armor (Deputy's set, playing as novakid) has a defence value of only 12 and atk+10%. Now I just went to Erichium Mining Facility and found the Spacesuit set which has a whopping defense of 46 and +120% atk. This is even far better then the upcoming Tier-sets.
Do you know which mod could be responsible for crapping this up? Is it possible this mod or D+? Or is it because of the leveled armor lists which were mentioned in the comments?
Darkmega 20 Mar, 2017 @ 7:35pm 
Sayter assimulating all the things!
Sayter 20 Mar, 2017 @ 1:44pm 
yep
SomethingRetarded  [author] 20 Mar, 2017 @ 1:28pm 
Thats good to hear, it will greatly simplifiy (basically remove) the process of making the mods compatible.
Sayter 20 Mar, 2017 @ 1:23pm 
the fu armors all use leveled lists now
Sayter 20 Mar, 2017 @ 1:22pm 
sweet. thanks. im just using the protection scaling actually, as thats what I need with the armor revisions ive done (and to get rid of 100% protection)
SomethingRetarded  [author] 20 Mar, 2017 @ 1:11pm 
@Sayter
Holy crap! A Starbound modding god has praised my humble little mod.
Alternative Armor Scale only has a small part of the patch, and it controlls the two armor related leveling lists added by FU (the ones for the War Angel and Elder armors). The huge bulk of the patch is in Difficulty+ (and Nightmare Edition, they contain identical files for this) which is the part that changes all the armor that dosn't use the leveling system to use it (which is what I think you are after).
Anyways, it would be awsome if you use my mod(s) in FU.
Sayter 19 Mar, 2017 @ 6:24pm 
Hey man. With recent update to all the armors in FU , I was noticing this little ditty. Wondering if I could utilize this in FU. If not, thats cool... just would have saved me coding up the huge array of values you already did :)
Darkmega 26 Feb, 2017 @ 7:23am 
Hey, I just noticed another thing this lets me do... Theres an ancient vault guardian type that has a shield that is presumeably meant to give it 100% defense until you make it try to slam you but instead run into one of two energy spikes in the center of the arena. cause the cue for the shield to break on the guardian is taking unblockable damage (the spikes in the ground) it lets you break the shield with any damage from anything and easily murder the boss. :<
Darkmega 23 Feb, 2017 @ 12:27am 
it's fine. and yeah, I thought that myself too, but I remembered that fracking never touched that stuff and I only noticed it after installing this. but it's fine. it's only a little free damage for when you're not dodging. yeah, my armor would be able to get well over 100. into the 120 at max level. and you can multiply that several times depending on how many of the parts you stack.

(like each type only does damage, energy or health+armor, not all 3 like normal armors. so you can mix and match the number of parts you want and they upgrade linearly to a level 8 strength, where also every second level (2,4,6,8) type can be cross combined with a second of different type but same level. so you could be really silly and have boundless amounts of energy and epic damage but no defense or health say if you combined them right and could afford that kind of thing. :V
SomethingRetarded  [author] 22 Feb, 2017 @ 9:48pm 
If your custom armor has a defense rating of 100, then it will absorb about 86.6% of damage. For comparison, a defense rating of 80 would absorb about 79.97% of damage.
As for the erchius horror and Asra, well, I have a bit of a confession. I didn't realise that this made it possible to damage bosses during their immune states because they used a defense rating rather than something else. During my testing, I had assumed the damage I could do to the horror was made possible by one of the features of Frackin' Universe (which I think only edited the horror). I probably won't change this, immune states feel cheap to me anyways.
Darkmega 22 Feb, 2017 @ 8:54pm 
I like how this lets me do chip damage to bosses that have invulnerable states like Asra and the Erchius horror and a bit more damage to the Ixodoom and stuff while hopefully making me able to use my personal armor mod that I made before I knew that 100% armor was invulnerable without becoming invulnerable anymore and spoiling the fun. :V
SomethingRetarded  [author] 8 Feb, 2017 @ 6:38am 
Today I learned that steam dosn't want comments more than 1000 characters in length.
SomethingRetarded  [author] 8 Feb, 2017 @ 6:38am 
The problem with this new Difficulty+ edition (that I nicknamed 'Nightmare Edition' for now), and probably why it will never be uploaded, is that I've been also trying to change how long the player stays invulnerable after they are hit, but those changes won't show up in game for some reason. This leads me to beleive that either the code in the player.config file for invulnerability is actually dead code and invulnerability itself is hardcoded or that (the more likely reason, but I did it in the most compatible way possible) there is a mod conflict between it and my 240 or so other mods.
SomethingRetarded  [author] 8 Feb, 2017 @ 6:37am 
I think I understand what you mean, Xaliber.
If I change the armor curve, then change the damage curve to fit the armor curve (like I did with Difficulty+, but that uses the damage curve from this scale), so that there is less spacing between teirs of planets then that might acheive what you are thinking of. I've been experimenting with a alternative form of Difficulty+ that does this, amongst other things, and a tier 1 enemy is still danagerous when I had tier 6 armor (but not nearly as dangerous if I had no armor, or if it was a tier 6 enemy).
Xaliber 8 Feb, 2017 @ 1:04am 
Ah I wish I'm better at math and gameplay-balancing because I'm having difficulties to explain what I mean haha.
Xaliber 8 Feb, 2017 @ 1:03am 
Whoa that's almost half decrease isn't that? 67 defense only giving 49% absorption seems a bit too nerfed I guess?

I meant I was thinking if it can be some sort of different way to play combat in the game, not just something similar to vanilla. As it is now, the game treats combat so linearly that end-game armor = perfect defense wall. Instead of making the high-level armor have good defense but still needing buff through another means (maybe stim, augment, or something else).
SomethingRetarded  [author] 6 Feb, 2017 @ 11:30am 
There are a million different ways I can go about this, and each different way would have a subtly different effect.
If I did the same as below, but made Tier 10 worth 160 protection, so that Tier 6 (solarium/perfect) is worth 100, then that would make Tier 6's absorbtion 63.40%.
Durasteel, about halfway between those two points, would have an absorbtion of 50.52%.
SomethingRetarded  [author] 6 Feb, 2017 @ 11:25am 
I could do this slightly different, where Iron armor has a total of 25 protection like in Vanilla, but have the scale still end at 100 rather than 87 for tier 10, with a linear equation between those two points. For the defense to absorbtion, I could do 1-0.99^d instead of what I am using now.

This would give protection and absortion values like this
Iron - 25, 22.22% (vanilla: 25)
Tungsten - 33, 28.23% (vanilla: 45)
Titanium - 42, 34.43% (vanilla: 60)
Durasteel - 50, 39.50% (vanilla: 70)
Aegisalt/Ferozium/Violium - 58, 44.17% (vanilla: 75)
Solarium/Perfect - 67, 49.00% (vanilla: 80)
Xaliber 6 Feb, 2017 @ 9:11am 
I see. When I saw the mod at first glance, I was thinking of something like, vanilla progression until tier 3 but then gradually decreases damage absorption as the defense rating gets higher. So players don't have the mindset that highest tier = protection from everything - the protection is high, yes, but it's not the most perfect.
SomethingRetarded  [author] 5 Feb, 2017 @ 10:39am 
Another way to look at this is:
In vanilla, incoming damage is multiplied by your defense rating (as a percent).
In this new scale, incoming damage damage is multiplied by 0.9801 for each point of defense you have.
SomethingRetarded  [author] 5 Feb, 2017 @ 10:29am 
Overall, the difference isn't particularly huge.
SomethingRetarded  [author] 5 Feb, 2017 @ 10:29am 
Its only Iron that I boosted up to be closer to vanilla in terms of absorbtion, then I made a little linear equation to find every value between it and 100 at Tier 10. Every tier between iron and the mythical T10 would still protect less (Solarium would be about 74% rahter than 80%). That is assuming I go with this new scale. The diminishing return would also change how much each piece is relatividely worth when stacked up together.

Lets say I have two peices of armor with a defense of 5 and 18. I put on another peice of armor with a defense of 40 (mismatching some armor tiers).
In vanilla, my damage absorbtion would go from 23% (5+18) to 63% (23+40), which is my defense rating.

Now, with this expoential scale, my absorbtion would go from 37% to about 71.8% (a 34.8 difference) . If I didn't already have those other two peices of armor, my damage absorbtion would have been increased from 0 to 55.2%. Thats an extreme example, but the diminishing return is rather small.
Xaliber 5 Feb, 2017 @ 10:11am 
Oh I see, so you've changed the armor values too... but if the armor values is changed so that the damage absorption closer to vanilla, what differences would this mod make then?
SomethingRetarded  [author] 5 Feb, 2017 @ 8:45am 
Nope, can't make a table in a comment I guess.
Welp, time to try again.
Cur Exp
T0 0 4 --- All I know is that this isn't clothing.
T1 10 14 --- Iron
T2 20 24
T3 30 33
T4 40 43
T5 50 52
T6 60 62 --- Solarium stuff
T7 70 71 --- Stuff beyond this point dosn't exist in vanilla. Might be used by mods.
T8 80 81
T9 90 90
T10 100 100
SomethingRetarded  [author] 5 Feb, 2017 @ 8:41am 
Here is a table of defense ratings per teir (these are for a full outfit), comparing the current values and the ones I am experimenting with.
Idk if this will come out looking right, but...

[table]
[tr][td]T0[/td][td]T1[/td][td]T2[/td][td]T3[/td][td]T4[/td][td]T5[/td][td]T6[/td][td]T7[/td][td]T8[/td][td]T9[/td][td]T10[/td][/tr]
[tr][td]0[/td][td]10[/td][td]20[/td][td]30[/td][td]40[/td][td]50[/td][td]60[/td][td]70[/td][td]80[/td][td]90[/td][td]100[/td][/tr]
[/table]

[table]
[tr][td]T0[/td][td]T1[/td][td]T2[/td][td]T3[/td][td]T4[/td][td]T5[/td][td]T6[/td][td]T7[/td][td]T8[/td][td]T9[/td][td]T10[/td][/tr]
[tr][td]4[/td][td]14[/td][td]24[/td][td]33[/td][td]43[/td][td]52[/td][td]62[/td][td]71[/td][td]81[/td][td]90[/td][td]100[/td][/tr]
[/table]
SomethingRetarded  [author] 5 Feb, 2017 @ 8:32am 
Yes and no. Lower defense ratings provide more damage absorbtion than they did in vanilla. If I hadn't changed the leveling multipliers for armors, lower teir armors would provide more absorbtion than they did in vanilla, iron providing about 39.5% absorbtion rather than 25%. However, I changed the scale on how much defense is provided per-tier of armor (and I am in the process of tweaking it). Currently, iron only provides 10 defense rather than 25, and so it absorbs less damage than in vanilla. Currently, I am experimenting with it being boosted to 14 to provide protection closer to vanilla (ingame, it will say 15 because of rounding error).
Xaliber 5 Feb, 2017 @ 8:25am 
Oh you're right, forgot to round that haha

Anyway, I see. Gameplay-wise, doesn't this just mean lower tier armor (or anything that doesn't go beyond 80 defense) actually provide more defense? Since the damage absorption only gets lower when the defense rating reaches 80.