(Endless Loot)
mr_easy_money wrote:How come for certain weapons in Endless Loot there is no difference between the outdated and obselete prefixes and also no difference between the upgraded and advanced prefixes? (for example the Asteria Missiles) Shoudn't there be a difference because the two prefixes have different cooldown rates?
I noticed that this happens when the cooldown is an integer around 5 or so, for example, the Asteria Missiles has base cooldown of 5, and upgraded and advanced both go down to 4. In contrast, when the cooldown is a float around 5 or so, for example, the Light Auto Laser has base cooldown of 4.5, upgraded goes down to 3.8 whereas advanced goes down to 3.4.
if this is intentional, then I think that there should be a difference otherwise there is no reason to buy the advanced version over the upgraded version (would just cost more and be harder to find)
EDIT: This also ends up making the upgraded Hull Repair Burst I have the same cooldown as the base Hull Repair Burst I, which can't be intentional
I said this a while back, and maybe it was just overlooked and buried underneath everything. I'm going to use an example this time as text can be rather hard to understand what's going on.
(I've removed unnecessary bits pertaining to sound, art, and description (and empty lines) to simplify it down to stats)
Code: Select all
(base weapon)
<weaponBlueprint name="BA_BOMB_NANO_1">
<type>BOMB</type>
<tip>tip_bombs</tip>
<title>Hull Repair Burst I</title>
<short>Hull Repair I</short>
<locked>1</locked>
...
<damage>-1</damage>
<sysDamage>-1</sysDamage>
<persDamage>0</persDamage>
<missiles>1</missiles>
<shots>1</shots>
<sp>0</sp>
<cooldown>3</cooldown>
<power>1</power>
<cost>80</cost>
<bp>4</bp>
<rarity>3</rarity>
...
</weaponBlueprint>
( cooldown x0.85 )
<weaponBlueprint name="BA_BOMB_NANO_1_UPGRADED">
<type>BOMB</type>
<tip>tip_bombs</tip>
<title>Upgraded Hull Repair Burst I</title>
<short>UP Hull Repair I</short>
<locked>1</locked>
...
<damage>-1</damage>
<sysDamage>-1</sysDamage>
<persDamage>0</persDamage>
<missiles>1</missiles>
<shots>1</shots>
<sp>0</sp>
<cooldown>3</cooldown>
<power>1</power>
<cost>96</cost>
<bp>4</bp>
<rarity>3</rarity>
...
</weaponBlueprint>
as you can see, the upgraded hull repair burst is supposed to have faster cooldown than the base, but is exactly the same, except that it is more expensive. here is another example:
Code: Select all
(outdated charge II: cooldown x1.15)
<weaponBlueprint name="LASER_CHARGEGUN_2_OUTDATED"><!-- GK, cooldown up by 1 second -->
<type>LASER</type>
<title>Outdated Laser Charger</title>
<short>ou Charge II</short>
<tip>tip_charge</tip>
...
<damage>1</damage>
<shots>1</shots>
<sp>0</sp>
<fireChance>1</fireChance>
<cooldown>6</cooldown>
<power>3</power>
<cost>56</cost>
<bp>2</bp>
<rarity>3</rarity>
<image>laser_light1</image>
<chargeLevels>4</chargeLevels>
...
</weaponBlueprint>
(obsolete charge II: cooldown x1.25)
<weaponBlueprint name="LASER_CHARGEGUN_2_OBSOLETE"><!-- GK, cooldown up by 1 second, same as outdated -->
<type>LASER</type>
<title>Obsolete Laser Charger</title>
<short>ob Charge II</short>
<tip>tip_charge</tip>
...
<damage>1</damage>
<shots>1</shots>
<sp>0</sp>
<fireChance>1</fireChance>
<cooldown>6</cooldown>
<power>3</power>
<cost>42</cost>
<bp>2</bp>
<rarity>3</rarity>
<image>laser_light1</image>
<chargeLevels>4</chargeLevels>
...
</weaponBlueprint>
note how there should be a difference in cooldown time between these two slower versions of the base weapon, but they are exactly the same, making the obsolete one (should be slower) cheaper than the outdated one even though it is exactly the same. now, here is an example comparing the light auto laser just like the previous one, outdated vs obsolete:
Code: Select all
(outdated light auto laser: cooldown x1.15)
<weaponBlueprint name="BA_LASER_LIGHT_AUTO_OUTDATED">
<type>LASER</type>
<flavorType>Antipersonnel Laser</flavorType>
<tip>ce_tip_laser_light</tip>
<title>Outdated Light Auto Laser</title>
<short>ou Light Auto</short>
...
<persDamage>1</persDamage>
<damage>0</damage>
<shots>1</shots>
<sp>2</sp>
<breachChance>1</breachChance>
<cooldown>5.2</cooldown>
<power>1</power>
<cost>40</cost>
<bp>7</bp>
<rarity>3</rarity>
<speed>120</speed>
...
</weaponBlueprint>
(obsolete light auto laser: cooldown x1.25)
<weaponBlueprint name="BA_LASER_LIGHT_AUTO_OBSOLETE">
<type>LASER</type>
<flavorType>Antipersonnel Laser</flavorType>
<tip>ce_tip_laser_light</tip>
<title>Obsolete Light Auto Laser</title>
<short>ob Light Auto</short>
...
<persDamage>1</persDamage>
<damage>0</damage>
<shots>1</shots>
<sp>2</sp>
<breachChance>1</breachChance>
<cooldown>5.6</cooldown>
<power>1</power>
<cost>30</cost>
<bp>7</bp>
<rarity>3</rarity>
<speed>120</speed>
...
</weaponBlueprint>
the cost difference this time is made up for in actual cooldown reduction by 0.4 s. while it may not seem much, remember this is an auto laser. the base cooldown is 4.5 seconds.
my theory for this happening is that base weapons
without decimal cooldowns are interpreted by the endless loot generator as integer values and so when multiplied by a factor due to a prefix the result is also an integer.
in contrast, base weapons
with decimal cooldowns are interpreted by the generator as float values and so when multiplied by a factor due to a prefix the result is also a float.
I hope that this time, the discrepancy is made clear.