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须知
对一个mod的正义度评级是极为困难的,会因为玩家使用习惯/多mod间的神奇反应/实际使用情况等原因产生不同的正义度感觉.
本人对正义度与负正义的评级如下:
- 若整体数值或机制处于原版护甲或输出范围内,则归类为 原版向
- 若整体数值大量高于原版护甲或输出范围,但整体无法做到单人单刷原版1w点袭击,则归类为 微正义
- 若存在单人较为轻松地刷1w点袭击的情况,无论是技能还是武器装备,都归类为 正义
- 若存在几乎无法被杀死的己方物种(如0%承伤,机制伤害),则归类为 神仙斗法
- 若敌人整体相比原版有较小增强,但整体仍可用原版封闭阵地进行解决,则归类为 微负正义
- 若敌人整体相比原版有较大增强,且使用原版封闭链式/电荷阵地解决会很困难或无法解决,则归类为 负正义
- 若敌人为只有满足某些机制才能够造成伤害或击杀的,无法进行力大砖飞,则归类为 神仙斗法
注意,这样的正义度评级并不够客观,几乎算是只考虑了毕业装备的强度,只能展示出来一个mod在大后期的表现状况,无法展示出实际发展曲线中的正义度感受
本blog的固定结构为
- 若某属性本身为固定值,则记为 值 属性 ,例如 15%穿甲 ,意为穿甲本身值为15%
- 若某属性为加减乘某值,则记为 属性±×值 ,例如 承伤-50% ,意为承伤系数减少了50%
- 将 x%利器防御基础值 y%材料效果乘数 简记为 x%+y%S
- 对技能的描述固定为 xx前摇xx cd,xx释放半径xx爆炸半径,xx消耗,为范围内生物造成(是否无视承伤系数)xx穿甲的x点x(伤害类型)伤害,施加"xx"状态,持续xx时间
正义度评级标准
我们使用如下
个人冲突记录
[DN]Custom Mote Maker 与 失能机关 冲突
startup impact 与 Humanoid Alien Races 冲突
WikiRim 与 忘了 冲突(难视
灰机君探身阵
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XML备忘录
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| 承伤系数 <externalViolence>false</externalViolence> 受护甲影响 <armorCategory>Sharp</armorCategory>
原版腰带
<value> <li>Apparel_SmokepopBelt</li> <li>Apparel_FirefoampopPack</li> <li>Apparel_ShieldBelt</li> <li>Apparel_PsychicShockLance</li> <li>Apparel_PsychicInsanityLance</li> <li>OrbitalTargeterBombardment</li> <li>OrbitalTargeterPowerBeam</li> <li>TornadoGenerator</li> <li MayRequire="Ludeon.RimWorld.Royalty">Apparel_PackJump</li> <li MayRequire="Ludeon.RimWorld.Royalty">Apparel_PackBroadshield</li> <li MayRequire="Ludeon.RimWorld.Royalty">OrbitalTargeterMechCluster</li> <li MayRequire="Ludeon.RimWorld.Biotech">Apparel_PackControl</li> <li MayRequire="Ludeon.RimWorld.Biotech">Apparel_PackBandwidth</li> <li MayRequire="Ludeon.RimWorld.Biotech">Apparel_PackTox</li> <li MayRequire="Ludeon.RimWorld.Anomaly">Apparel_DisruptorFlarePack</li> <li MayRequire="Ludeon.RimWorld.Anomaly">Apparel_PackTurret</li> <li MayRequire="Ludeon.RimWorld.Anomaly">Apparel_DeadlifePack</li> <li MayRequire="Ludeon.RimWorld.Anomaly">Apparel_ShardPsychicShockLance</li> <li MayRequire="Ludeon.RimWorld.Anomaly">Apparel_ShardPsychicInsanityLance</li> <li MayRequire="Ludeon.RimWorld.Anomaly">Apparel_BiomutationLance</li> <li MayRequire="Ludeon.RimWorld.Odyssey">Apparel_PackHunter</li> <li MayRequire="Ludeon.RimWorld.Odyssey">Apparel_CerebrexNode</li> </value>
斥候套 <costList> <ComponentSpacer>1</ComponentSpacer> <Plasteel>30</Plasteel> </costList> <costList> <ComponentSpacer>3</ComponentSpacer> <Plasteel>80</Plasteel> <Uranium>10</Uranium> </costList> <statBases> <WorkToMake>15750</WorkToMake> <MaxHitPoints>120</MaxHitPoints> <Mass>1</Mass> <Flammability>0.4</Flammability> <ArmorRating_Sharp>0.92</ArmorRating_Sharp> <ArmorRating_Blunt>0.4</ArmorRating_Blunt> <ArmorRating_Heat>0.46</ArmorRating_Heat> <Insulation_Cold>4</Insulation_Cold> <Insulation_Heat>2</Insulation_Heat> <EquipDelay>2</EquipDelay> </statBases> <statBases> <WorkToMake>45000</WorkToMake> <MaxHitPoints>280</MaxHitPoints> <Mass>9</Mass> <Flammability>0.4</Flammability> <ArmorRating_Sharp>0.92</ArmorRating_Sharp> <ArmorRating_Blunt>0.4</ArmorRating_Blunt> <ArmorRating_Heat>0.46</ArmorRating_Heat> <Insulation_Cold>64</Insulation_Cold> <Insulation_Heat>9</Insulation_Heat> <EquipDelay>11</EquipDelay> </statBases>
海军套 <costList> <ComponentSpacer>1</ComponentSpacer> <Plasteel>40</Plasteel> </costList> <costList> <ComponentSpacer>4</ComponentSpacer> <Plasteel>100</Plasteel> <Uranium>20</Uranium> </costList> <statBases> <WorkToMake>21000</WorkToMake> <MaxHitPoints>150</MaxHitPoints> <Mass>1.5</Mass> <Flammability>0.4</Flammability> <ArmorRating_Sharp>1.06</ArmorRating_Sharp> <ArmorRating_Blunt>0.45</ArmorRating_Blunt> <ArmorRating_Heat>0.54</ArmorRating_Heat> <Insulation_Cold>4</Insulation_Cold> <Insulation_Heat>2</Insulation_Heat> <EquipDelay>4</EquipDelay> </statBases> <statBases> <WorkToMake>60000</WorkToMake> <MaxHitPoints>340</MaxHitPoints> <Mass>12</Mass> <Flammability>0.4</Flammability> <ArmorRating_Sharp>1.06</ArmorRating_Sharp> <ArmorRating_Blunt>0.45</ArmorRating_Blunt> <ArmorRating_Heat>0.54</ArmorRating_Heat> <Insulation_Cold>68</Insulation_Cold> <Insulation_Heat>10</Insulation_Heat> <EquipDelay>14</EquipDelay> </statBases>
骑士套 <costList> <ComponentSpacer>1</ComponentSpacer> <Plasteel>50</Plasteel> </costList> <costList> <ComponentSpacer>6</ComponentSpacer> <Plasteel>150</Plasteel> <Uranium>50</Uranium> </costList> <statBases> <WorkToMake>26250</WorkToMake> <MaxHitPoints>180</MaxHitPoints> <Mass>2</Mass> <Flammability>0.4</Flammability> <ArmorRating_Sharp>1.2</ArmorRating_Sharp> <ArmorRating_Blunt>0.5</ArmorRating_Blunt> <ArmorRating_Heat>0.6</ArmorRating_Heat> <Insulation_Cold>4</Insulation_Cold> <Insulation_Heat>2</Insulation_Heat> <EquipDelay>6</EquipDelay> </statBases> <statBases> <WorkToMake>75000</WorkToMake> <MaxHitPoints>400</MaxHitPoints> <Mass>15</Mass> <Flammability>0.4</Flammability> <ArmorRating_Sharp>1.2</ArmorRating_Sharp> <ArmorRating_Blunt>0.5</ArmorRating_Blunt> <ArmorRating_Heat>0.6</ArmorRating_Heat> <Insulation_Cold>70</Insulation_Cold> <Insulation_Heat>12</Insulation_Heat> <EquipDelay>17</EquipDelay> </statBases>
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