Re: SE4 weapon index
I have some formulae for balancing for my Proportions mod.
Range and hit bonus and special abilities are important, but subjective and depend on conditions. Contrary to Fyron's thinking, I think a +10% to-hit bonus is usually worth MORE than a 10% increase in damage, because it is only when the chance is otherwise over 90% that it becomes useless. At lower to-hit chances (which is very common, especially at range), the percent increase is actually greater than the bonus %, because it is relative to the chance to hit that would otherwise apply. E.g. If you'd otherwise have a 20% chance to hit, a +10% will on average give you 50% more damage than without it. If the chance would be 80%, +10 increases damage by an average of 10/80 = 12.5%.
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