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Re: Balance Mod\'s Emissive Armor
I still don't think that's it, though. There was a test with a baseship that had 24 EA. It was being shot at by a Balance Mod 1.03 shard cannon (90% penetration, 288 damage).
The emissive ability was being applied to each armor comp on the way through, but the amount of damage done still dropped as the armor died.. Apparently Shields from Damage applies after death too. EDIT: damage results from a test baseship: 13/11/9/7/6/4/3/2/1/1 first shot, 121 damage done each shot. The damage continued to follow that pattern until the first EA comp died. With two comps down, the damage done dropped to 100 per shot. With three, 91. |
Re: Balance Mod\'s Emissive Armor
I would expect that that would be because more damage was reaching the last few armors to be emissed.
Once the first armor is dead, it stops suffering 28 damage points. A greater fraction of the damage is absorbed by emissive effects, and less by armor hitpoints. |
Re: Balance Mod\'s Emissive Armor
Phoenix-D, try a non-armor piercing weapon to see what happens.
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Re: Balance Mod\'s Emissive Armor
Right, same thing except with an AM Torp: (150 damage stock)
First hit does 135 damage (67% on one armor) Second hit does 120 damage (100% on one armor, 27 on the next) Third hit does 120 damage (100/87) Forth hit does 125 (?!) damage (100/100/40) Fifth hit does 105 damage (100/100/92) Sixth hit does 90 damage (100/100/100/37) So with the exception of #4 there, it looks like each destroyed armor comp is taking off 15 damage. This matches the initial tests.. Side note: on the test of the baseship, its Abilities tab initially said 360 EM ability. After 1 hit it said 345. Two hits, it said the same. Three hits, 330. The ability is being subtracted in the tab, but not in the actual effect. Odd. |
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