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		<title><![CDATA[Latest posts for the topic "Vorpal for additional weapon types"]]></title>
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			<item>
				<title>Vorpal for additional weapon types</title>
				<description><![CDATA[ Old Title: Universal Vorpality. Dru changed it because the title doesn't explain the thread.

That's a really cool title... anyhow, I was thinking that every weapon should be able to be Vorpal.  Just scale the Instagibity (fun word) inversely on the speed of the weapon, and everything will be balanced.  Sound like a plan?  It wouldn't be too hard to do, so I can do it in my spare time if you so wish.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2351.page#20023</guid>
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				<pubDate><![CDATA[Wed, 16 Aug 2006 14:11:25]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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			<item>
				<title>Universal Vorpality</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>That's a really cool title... anyhow, I was thinking that every weapon should be able to be Vorpal.  Just scale the Instagibity (fun word) inversely on the speed of the weapon, and everything will be balanced.  Sound like a plan?  It wouldn't be too hard to do, so I can do it in my spare time if you so wish.&nbsp;
		</blockquote>

I think we should have sharks with laser beams attached to their heads.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2351.page#20028</guid>
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				<pubDate><![CDATA[Wed, 16 Aug 2006 14:49:04]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Universal Vorpality</title>
				<description><![CDATA[ actually.. i already adjusted vorpal for that in my rpg, i made it have 3 steps, depending on weapon speed.

<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>static function bool AllowedFor&#40;class&lt;Weapon&gt; Weapon, Pawn Other&#41;
{
	if &#40; Weapon.default.FireModeClass&#91;0&#93; != None && Weapon.default.FireModeClass&#91;0&#93;.default.AmmoClass != None
	          && class'MutUT2004RPG'.static.IsSuperWeaponAmmo&#40;Weapon.default.FireModeClass&#91;0&#93;.default.AmmoClass&#41; &#41;
		return false;

	if &#40; ClassIsChildOf&#40;Weapon, class'ONSAVRiL'&#41; || &#40;instr&#40;caps&#40;string&#40;Weapon&#41;&#41;, &quot;AVRIL&quot;&#41; &gt; -1&#41;&#41; //hack for vinv avril
	{
		default.MinModifier=default.minmodslow;
		default.MaxModifier=default.maxmodslow;
	}
	else if &#40; ClassIsChildOf&#40;Weapon, class'FlakCannon'&#41; || ClassIsChildOf&#40;Weapon, class'AssaultRifle'&#41; || ClassIsChildOf&#40;Weapon, class'LinkGun'&#41; || ClassIsChildOf&#40;Weapon, class'Minigun'&#41;&#41;
	{
		default.MinModifier=default.minmodfast;
		default.MaxModifier=default.maxmodfast;
	}
	else
	{
		default.MinModifier=default.minmodmed;
		default.MaxModifier=default.maxmodmed;
	}

	return true;
}

defaultproperties
{
     minmodslow=6
     maxmodslow=10
     minmodmed=3
     maxmodmed=7
     minmodfast=1
     maxmodfast=4
     IgnoreDamageTypes&#40;0&#41;=Class'XWeapons.DamTypeRedeemer'
     IgnoreDamageTypes&#40;1&#41;=Class'XWeapons.DamTypeIonBlast'
     ModifierOverlay=Shader'XGameShaders.BRShaders.BombIconYS'
     MinModifier=3
     MaxModifier=7
     AIRatingBonus=0.080000
     PrefixPos=&quot;Vorpal &quot;
}</pre>
		</div>

druid can use this if he wishes to, in no way he has to stick to the exact value's i used, or weapon configurations.
this is just the way i think it is best. :)
(btw, as far as i have tested this, it works completly. generating the modifier amount correctle based on the Min/Max modifier after the adjustment. only thing remaining to test is if it works on dedicated mode, the thing that often brings trouble..)

might want to try to directly look to the firerate of a weapon instead of weapontype like i did.
i guesse i just could not find how to check for the firerate of a weapon..
(like healing checks if a weapon has splash damage or not.)]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2351.page#20039</guid>
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				<pubDate><![CDATA[Wed, 16 Aug 2006 15:52:42]]> GMT</pubDate>
				<author><![CDATA[ Drago'Nish]]></author>
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				<title>Re:Universal Vorpality</title>
				<description><![CDATA[ Eenh, I want it on slow fire weapons only, because it does piles of damage. If it was on the flak, it would diminish the usefulness of rage flak..]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2351.page#20058</guid>
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				<pubDate><![CDATA[Wed, 16 Aug 2006 22:28:44]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Vorpal for additional weapon types</title>
				<description><![CDATA[ i know, the +damage makes the vorpal a bit to.. powerfull on most weapon.
that why i changed it to only have the gib chance. making it balanced afterall. ^^]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2351.page#20061</guid>
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				<pubDate><![CDATA[Thu, 17 Aug 2006 03:18:40]]> GMT</pubDate>
				<author><![CDATA[ Drago'Nish]]></author>
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			<item>
				<title>Re:Vorpal for additional weapon types</title>
				<description><![CDATA[ The check for the vorpal instagib is as follows
<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>	Chance = Modifier - MinModifier;
	if&#40;Damage &gt; 0 && Chance &gt;= rand&#40;99&#41;&#41;
		//this is a vorpal hit. Frag them.
</pre>
		</div>The rand(99) generates a number between 0 and 98. If that number is less than or equal to the difference between the modifier and the minmodifier, then it instagibs. It should probably be rand(100) unless UnrealWiki has its data on rand wrong.

So, the normal vorpal has a MinModifier of 6, so a +6 has a 1% chance, +7 2% chance, ....., +10 5% chance of instagib.

If you change the Min and Max modifiers for the mini to 1 and 4, then a +1 mini would have a 1% chance of instagib, +2 would be 2%, +3 3%, +4 4%. So, on a +4 mini with 50 weapon speed firing 24 shots/sec, you should average very close to a vorpal every second. A +10 shock firing approx 2.4 shots/sec will vorpal on average around every 8 secs.

Are you sure that is balanced?]]></description>
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				<pubDate><![CDATA[Thu, 17 Aug 2006 06:20:21]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Vorpal for additional weapon types</title>
				<description><![CDATA[ i know that makes the mini trigger a lot more often, atleast.. the calculation makes it look like that.
i havent seen the mini trigger once a second on avarage, did seen it trigger twice a second once a while, but avarage.. nope.. not once a second. and there are more monsters when i play.

neither did i ever hear people say that they like vorpal that much at all, in the contrary, most people rether have a different magic weapon then vorpal.
incl. myself, however on DC vorpal indeed is a lot more popular, and i find it better on DC aswel then in my RPG.

maybe it is because here it also does more damage, and mine doesnt.

and ever seen a vorpal flak +4, how often that triggers, it doesnt calculate per shot, but per projectile.

however, if you put vorpal on every weapon, a perfect balance just isnt possible.
so sometimes you just have to accept some weapons trigger more then others..]]></description>
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				<pubDate><![CDATA[Thu, 17 Aug 2006 10:52:48]]> GMT</pubDate>
				<author><![CDATA[ Drago'Nish]]></author>
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			<item>
				<title>Vorpal for additional weapon types</title>
				<description><![CDATA[ Perfect balance is possible.  Allow me to give a few examples of how this would work.  Let's take a minigun and a shock rifle.  Make them both vorpal.  Now, let us say that we want a weapon to Instagib once in every ten seconds.
<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre> Minigun Fire Rate       = 1 / 15   = 0.067
Shock Rifle Fire Rate   = 0.7
Minigun Vorpal Rate     = 10 / 15  = 2 / 3 = 0.67%
Shock Rifle Vorpal Rate = 10 * 0.7         = 7.00%</pre>
		</div>
However, in order for the balance to persevere, the Vorpality must be customized to each firing mode (Assault Rifle primary fire would lag down its alt-fire, vorpally-speaking).  Now then, have such a formula used for each weapon, and simply divide the Flak primary's by 9.  It would also be necessary to do some weird modding on the flak shells and the resulting chunks.]]></description>
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				<pubDate><![CDATA[Thu, 17 Aug 2006 17:46:02]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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			<item>
				<title>Re:Vorpal for additional weapon types</title>
				<description><![CDATA[ Yup. Not going to do it. Post closed.]]></description>
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				<pubDate><![CDATA[Thu, 17 Aug 2006 21:42:19]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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