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If it works like you and I assume, then the default psy sensitive people are nerfed quite hard by 25%.
Additive mode is a better solution, but then the values have to be adjusted, since a 300% psy sensitive dude getting less than +3 range seems hilariously weak to me.
For now I set everything to 1 and additive, should only make minor changes, but this also produces questions, like what is 1 duration. If it's a second, then it does nothing for stuff that has duration is hours.
I feel the problem really is that the calculation is not complicated enough. Psy sensitivity 100% should leave everything default, while psy sensitivity 300% shouldn't really cover the whole map in a simple AoE with tripple radius.
Correct.
Correct.
Correct, with the note that it would be 1/3rd cooldown/cast time.
This is a bit more complex. Let's say your example psycast has the following properties:
- 5s cast time
- 10y range
- 5y radius
- 10s cooldown
- 10 heat gained (note: internally, heat is called "entropy")
If you have the additive value set to 1 for each category, the results at 300% psy sensitivity would be:
5s - (1 * 3) cast time = 2s cast time
10y + (1 * 3) range = 13y range
5y + (1 * 3) radius = 8y radius
10s - (1 * 3) cooldown = 7s cooldown
10 + (1 * 3) heat = 13 heat
In the above formula, the "1" is your setting for the given category and the "3" is your psysensitivity. So you could tweak each category to be closer to what you think is balanced.
It would be much better if I could have this additive scaling be percentage based, of course, but with a purely XML mod I cannot (as far as I'm aware).
It's a nerf at 100% sensitivity, yeah. VPE throws so much psy-sensitivity at you so quickly that for any amount of balance to be had later, you need to be a bit weaker at the base level.