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Does damage carry over?
<font color="black"> </font> If you have one beam weapon that does 1000 points of damage, and you hit a group of 10 fighters each with a total of 100 points of damage resistance, do you kill <font color="blue"> </font> one <font color="black"> </font> fighter with <font color="blue"> </font> one <font color="black"> </font> gun or do you kill the ENTIRE stack with that <font color="blue"> </font> one <font color="black"> </font> weapon in that single attack?
Thanks in advance. |
Re: Does damage carry over?
The entire stack.
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Re: Does damage carry over?
In a similar vein, here's a question I *should* know the answer too, but want to confirm since it may be important in a certain game: if one ship has three identical weapons that each cause 20 points of damage, and they all fir and hit an enemy ship with a shield that deflects 50 points, do 10 points get through, or are all shots deflected seperately?
ie: do weapon damages stack? Thanks, Alarik |
Re: Does damage carry over?
Weapon damage does not stack for ships or bases (it should stack for fighters, and possibly satellites). So your weapons will effectively do nothing at all; the same would happen with the Crystalline Armour, and special damage, which is either all or nothing.
In other words, if you are firing APBs dealing 140 damage against a Crystalline vessel able to nullify 149 damage, it will do nothing at all. Likewise, using an Ionic Disperser doing 15 damage will not destroy any engine with a damage resistance of 20kt. |
Re: Does damage carry over?
Furtermore, I have been told that armors and weapons special abilities do not work in units (ie. emissive armor do not ignore any damage on units and small time distortion burst makes only 15 damage total, not quad damage to shields + normal damage). Btw. in devnull mod I have noticed that emissive armor has greater deflection values than in stock game (also in units), but if it does not work in stock game, does it work in devnull? Could somebody confirm that I do not speak nonsense... http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Does damage carry over?
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PvK |
Re: Does damage carry over?
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Standard damage against shields or standard armor or components DOES "stack". I.e. it accumulates from hit to hit. The eighth 10-point hit will destroy a component which has a structure of 80, for example. Furthermore, since the damage system picks a component to take damage and only stacks up damage against that component until it is destroyed (or until another weapon or damage type comes into play), one component with a high structure can block several hits in a row, sparing smaller components from getting hit. This is how and why the "Armored Structure" components in Proportions mod work so well as ("leaky") armor. Hits on crystalline armor don't do _nothing_. They only occur when shields are down, and they put energy back into the shields. Hits by engine-destroying weapons on engines are one exception, in that they do need to do enough damage to destroy a component, or they won't have any effect. Another thing to consider is that accumulated damage points are erased at the end of a battle. So if you have a component or unit which took damage but wasn't destroyed, at the end of the battle, that partial damage will be forgotten. PvK |
Re: Does damage carry over?
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I'm not sure what the latest patch does with emissive effects on units, though. My guess is it is ignored. PvK |
Re: Does damage carry over?
For a full explanation on how damage is assigned, see Alneyan's posting in {this} thread.
edit: His second post in that thread |
Re: Does damage carry over?
In his hypotethical situation, it was a deflecting shield that was mentioned; it could have been a regular shield as in the vanilla game as well (which would have no specific property).
Hits on a Crystalline Armour do virtually nothing actually, so long as the damage of the weaponry is lower than the lowest between "Total shield regeneration from damage" or "Damage resistance of a Crystalline component-1". I am not too sure of what happens when it is the first value that is too low, as the damage resistance is always my limiting factor with Crystalline vessels. In this case, you will hit the ship for 140 points of damage, but these will be partial damage, and will go to depleting the shields with your next hit. So if you kept hitting the ship with APBs 140, the shields would always be brought down with each hit, and there would always be 140 partial damage, effectively resulting in a situation where virtually nothing happens. Firing a Nullspace weapon would however deal these 140 partial damage plus the weapon's damage, resulting in a nasty scratch to the ship. There seems to be an odd thing with partial damage: it is not erased in the combat report, as a ship can be reported to have taken a lot of damage, even when it is only partial damage (one Colony ship ramming another will likely result in partial damage to the Colony module for the rammed ship, and yet it will be displayed as a 60% damaged ship in combat report). So if you need one ship to be taken down, or effectively slowed down (a Colony ship would be one such case), you should not trust combat report in these fields. |
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