After rethinking it once more I agree that you need that much blood. You just need a TON of T1 to build all you want.
You probably could leave it like that but under one condition: rebalance armor/weapon.
Currently fishers snowball really fast and that makes you really strong very early in the game. I mean if you initially invest in fishers up to 4 maybe 5 of them, then after about 4h of play you can obliterate most of the biter bases (except of those with big worms).
You just shouldn't be able to do that that early into the game.
L0771 wrote:WOW that changes all my numbers, and maybe, for my mod, flat reduction isn't a good idea... or maybe a low flat reduction with %...
i don't know, i thought it % gives a chance to reduce the flat dmg, or something like...
Yea, it's not that easy to see, that's why I made a graph

It's not that flat reduction is OP in itself. It becomes OP when its value is getting close to incoming dmg value. It is really hard to balance that stuff.
I'll try to help a bit by analyzing how, roughly, it should scale.
The most important thing is the damage calculation formula. In this example lets assume ammo dmg = 10, target has 2/40% armor
1) take the ammo dmg value and reduce it by %reduction value. Our example: 10 * (1 - 40%) = 6
2) take the result and reduce it by flat dmg reduction. Our example: 6 - 2 = 4
3)
If the result of 2) is >=1 then this is you final damage taken. Our example it is = 4.
If the result of 2) is < 1 then it is 1 / (2 - result)
Second most important thing - know your enemy and their armor

Lets assume there are no additional mods changing enemies (you just cant balance this vs all mods).. so only vanilla enemies. I did some digging into config files and found this:
Code: Select all
Small biter Medium biter Big biter
damage 6 15 30
armor 0/0% 4/0% 8/0%
So, to simply put it, if your ammo dmg is much higher than the armor of biters then your weapon is probably OP. It is absolutely crucial to keep your dmg relatively close to your current enemy armor... so about 5,6 maybe 7 mid-game, and 9,10 maybe a bit more late game.
Why? Lets look at an example to illustrate how your effective dmg ramps up at that point.
Enemy: big biter, armor 8/0%
Our weapon: 8 dmg ammo, 10 rounds per second ( theoretical DPS 8*10 = 80dps )
Effective dps: 1/(2-0) dmg, 10 rounds per second = 5 dps
Now lets say you lvl up your ammo and it's now 9dmg instead of 8.
Our weapon: 9 dmg ammo, 10 rounds per second (theoretical DPS 9*10 = 90dps )
Effective dps: 1 dmg (different formula already!) , 10 rounds per second = 10 dps
And another lvl up - from 9 dmg to 10dmg:
Our weapon: 10 dmg ammo, 10 rounds per second (theoretical DPS 9*10 = 100dps )
Effective dps: 2 dmg, 10 rounds per second = 20 dps
As you can see the THEORETICAL DPS scales up linearly with your ammo.. 8dmg -> 80dps, 9dmg -> 90dps, 10dmg->100dps
But the EFFECTIVE DPS scales almost exponentially when you are crossing the ammo_dmg=armor_flat_reduction threshold... it went 5->10->20... later it becomes more linear, as shown below:

- damage2.jpg (62.5 KiB) Viewed 10517 times
Of course it will look similar for medium biter (armor 4/0%) but the threshold will lower.
You mentioned that you want to make low firing rate but high dmg weapon. Well.. that would eliminate this problem because you kinda SKIP this threshold and your weapon scales almost linearly from the start. This would be easy but do you really want to do that? High dmg ammo makes it so the flat dmg reduction is meaningless. For example if your ammo does 50dmg then it really doesn't matter if biter has 0, 4 or even 8 armor.
Also that weapon would be weak vs high %reduction targets but afaik there are no such enemies/buildings in vanilla... but in mods.. well, that's another story.