232 lines
5.9 KiB
Markdown
232 lines
5.9 KiB
Markdown
# Entropia Universe Attachment Mechanics - Technical Breakdown
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**Source:** Domain expert knowledge from user (@ImpulsiveFPS)
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**Date:** 2026-02-09
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---
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## 1. Amplifiers (Amps)
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**Most common attachment for damage increase.**
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### Mechanics:
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- **Additional Damage:** Added to weapon's base damage
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- **Cost Per Shot:** Increases SIGNIFICANTLY
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- Pay weapon's normal ammo/decay PLUS amplifier decay
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- **Economy:** Amp is "Eco" only if weapon Efficiency remains high
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### Strategic Use:
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- Higher DPS = kill faster = less time mob hits you
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- Saves money on armor decay and healing
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- Most players use amps for speed, not efficiency
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---
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## 2. Sights & Scopes
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**"Skill-based" attachments.**
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### Mechanics:
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- **Stats:** Aiming/Skill Increase Bonus + Zoom
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- **High-end versions:** Critical Hit Chance or Critical Damage bonuses
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- **Cost Per Shot:** Increases SLIGHTLY
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- No ammo cost
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- Decay (lose value) every trigger pull
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### Economy Analysis:
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- "Standard" scopes provide ~0.1% efficiency boost
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- **Veteran advice:** Don't use basic ones - decay cost outweighs tiny accuracy benefit
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- Only use if trying to "skill up" faster
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---
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## 3. Absorbers (Deterioration Absorbers)
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**Overlooked by beginners - protects weapon durability.**
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### Examples:
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- ArMatrix Extender series
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### Mechanics:
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- **What they do:** "Absorb" percentage of weapon's decay
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- **Stats:** No damage or accuracy - strictly protect durability
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- **Cost Per Shot:** Technically NEUTRAL or CHEAPER
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- Absorber decays, but prevents gun from decaying
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### Strategic Use:
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- Use on Limited (L) weapons with high "Markup"
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- Makes expensive guns last longer
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- Saves money long-term on high-markup weapons
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---
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## 4. Enhancers ("Slot" Attachments)
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**High-risk, high-reward attachments.**
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### Types:
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- Damage Enhancer
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- Economy Enhancer
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- Range Enhancer
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- etc.
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### Mechanics:
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- **Stats:** Massive boosts (+10% Damage, -1% Weapon Decay)
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- **Cost Per Shot:** HIGH RISK
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- Don't just decay - have RANDOM CHANCE TO BREAK and disappear completely
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### Strategic Use:
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- Only recommended for HIGH-LEVEL hunting
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- "Killing it before it kills you" survival strategy
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- Not for casual/beginner hunters
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---
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## Important Note: Sights Stacking
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**Weapons can have multiple sights:**
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- Weapon can have a sight
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- Scope can ALSO have a sight
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- **Maximum:** 2 sights possible (weapon + scope)
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---
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## Cost Calculation Formula (Correct)
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### Base Weapon Cost Per Shot:
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```
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Cost = (weapon_decay_pec + weapon_ammo_pec) / 100 # PED
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```
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### With Amplifier:
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```
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Cost = (weapon_decay_pec + weapon_ammo_pec + amp_decay_pec) / 100
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```
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### With Scope:
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```
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Cost = (weapon_decay_pec + weapon_ammo_pec + scope_decay_pec) / 100
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# (ammo cost unchanged)
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```
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### With Absorber:
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```
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Weapon decay prevented = weapon_decay_pec × absorption_rate
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Net cost = (weapon_decay_pec × (1 - absorption_rate) + absorber_decay_pec + weapon_ammo_pec) / 100
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```
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### With Enhancer:
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```
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Base cost + enhancer_decay
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# Plus risk of total enhancer loss (breakage)
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```
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---
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## Implementation Notes for Lemontropia Suite
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1. **Amp Cost:** Add amp_decay_pec to every shot cost
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2. **Scope Cost:** Add scope_decay_pec (no ammo impact)
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3. **Absorber:** Reduce weapon decay by absorption %, add absorber decay
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4. **Enhancer:** Add decay + implement breakage chance mechanic
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5. **Double Sights:** Support weapon sight + scope sight combination
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**Key Insight:** Amps increase DPS but cost more per shot. Scopes/Absorbers are situational. Enhancers are high-risk endgame.
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---
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# Armor Plating Mechanics
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**Source:** Domain expert knowledge from user (@ImpulsiveFPS)
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**Date:** 2026-02-09
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## How It Works (The "Shield" Layer)
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When a monster hits you, damage flows through layers in specific order:
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```
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Incoming Damage → PLATE → ARMOR → PLAYER HEALTH
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```
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### Example:
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- **Armor:** Protects against 10 Impact damage
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- **Plate:** Protects against 15 Impact damage
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- **Monster hits:** 20 Impact damage
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**Result:**
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- Plate absorbs 15 → Plate takes decay
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- Armor absorbs remaining 5 → Armor takes decay
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- Player takes **0 damage**
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---
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## Why Use Plating?
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### 1. Specialization
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Don't buy "Acid Armor" - just add **Acid Plates** to your current suit.
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### 2. Saving Money (Efficiency)
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- Plates usually have **lower decay** cost than high-end armor
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- Plates are **easier to repair** than armor
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- Cheaper to let plate take damage than armor itself
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### 3. Boosting Weak Armor
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Make "weak" starter armor viable for mid-level monsters by adding strong plating.
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---
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## The Rules of Plating
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### Rule 1: One Plate Per Piece
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- You have **7 armor pieces:** Head, Chest, Arms (2), Hands (2), Legs, Feet
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- **Maximum:** 1 plate per piece = 7 plates total
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### Rule 2: Matching Types (CRITICAL)
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- **You want all 7 plates to be the same type**
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- If you only plate your chest, and monster hits your leg → **Plate does nothing!**
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- Partial plating = wasted protection
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### Rule 3: Drag and Drop
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- Drag plate onto armor piece in inventory to "slot" it
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- Just like weapon attachments
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---
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## Armor Piece Breakdown
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| Slot | Can Have Plate? |
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|------|----------------|
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| Head | Yes |
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| Chest/Harness | Yes |
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| Left Arm | Yes |
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| Right Arm | Yes |
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| Left Hand | Yes |
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| Right Hand | Yes |
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| Thighs/Legs | Yes |
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| Feet | Yes |
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**Total:** 7 plate slots
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---
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## Decay Mechanics
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### When Damage is Absorbed:
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1. **Plate takes decay first** (primary layer)
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2. **Armor takes decay second** (overflow only)
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3. **Player health reduced** (if damage exceeds both)
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### Cost Optimization Strategy:
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- **Cheap plates:** High protection, low decay
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- **Use plates for:** Specific damage types (Acid, Cold, etc.)
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- **Use armor for:** General protection + cosmetic looks
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---
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## Implementation Notes for Lemontropia Suite
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1. **Plate Selection:** Show 7 plate slots (one per armor piece)
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2. **Protection Stacking:** Plate protection + Armor protection = Total
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3. **Decay Order:** Plate decays first, armor decays second
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4. **Matching Warning:** Alert if player has mismatched plates
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5. **Cost Calculation:** Track plate decay separately from armor decay |