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  #1  
Old May 24th, 2004, 11:59 PM
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Default Leaky Armor Formula?

Has anyone figured out the formula behind leaky armor - i.e. the relationship between the Tonnage Structure of a component and the chance of its getting hit? I don't know if it's linear, or if it's weighted toward tougher (TS^2 for instance) or weaker (sqrt(TS))components...
Thanks in advance!
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Old May 25th, 2004, 12:12 AM
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Default Re: Leaky Armor Formula?

http://imagemodserver.mine.nu/other/MM/SE4/Tools/

Pick the Compression type you like, and look for
"SE4damagesim"

Its technically linear on the initial hit, but heavy components soak up more of the damage points due to "reroll" effects, partial damage and the like.
Plug in some values to the simulator, and it will do the calculations for you.

[ May 24, 2004, 23:13: Message edited by: Suicide Junkie ]
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Old May 25th, 2004, 12:17 AM
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Default Re: Leaky Armor Formula?

OK, so it IS linear... Thanks! That makes the calculations a bit simpler for when I finally get to that stage of writing my design analyzer!
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Old May 25th, 2004, 12:50 AM
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Default Re: Leaky Armor Formula?

Wha?
I didn't say that!

It is linear at each intermediate step during a shot damage calculation, but the way they sum up over an entire, single bLast is not linear.
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Old May 25th, 2004, 01:01 AM
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Default Re: Leaky Armor Formula?

eh?
What do you mean, each step during a bLast? All I'm looking for is, you shoot at a ship, what are the chances X type of component will get hit? (Armor, Shield Generator, Heavy Mount Phased Polaron Beam, etc.)
I guess you could say that since a shot can knock out more than one component, that has to be taken into account... but I'm just thinking in simple terms, i.e. assuming no shot does enough damage to spill over to the next component, or alternatively, finding only the chance that a component is *first* to be hit...
However, I guess I *could* make the algorithm recursive to find leakiness at any specified damage level... that is what you did, right?

(You know, I wonder what Aaron thinks of our overanalyzing his game like this... I guess it leads to more balanced mods... )
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Old May 25th, 2004, 01:43 AM

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Default Re: Leaky Armor Formula?

Quote:
Originally posted by Ed Kolis:
eh?
What do you mean, each step during a bLast? All I'm looking for is, you shoot at a ship, what are the chances X type of component will get hit? (Armor, Shield Generator, Heavy Mount Phased Polaron Beam, etc.)
I guess you could say that since a shot can knock out more than one component, that has to be taken into account... but I'm just thinking in simple terms, i.e. assuming no shot does enough damage to spill over to the next component, or alternatively, finding only the chance that a component is *first* to be hit...
)
Suicide Junkie

Please define your leaky armor in layman’s terms. With se4 v1.91 - will a 28kt Tonnage Structure Leaky Armor Component (no Armor or Emissive Abilities in play) protect a 30 kt Component fully first and then any left over damage potential carry on to another component?

To protect in an attack - Does the Leaky Armor Tonnage Structure have to be greater then or equal to the other prospective Component(s) or are they hit randomly only if equal?

Are all Ship Components completely protected by Leaky Armor or will the Attack randomly hit any one Component?

Please elaborate and do embellish

Thanks

[ May 25, 2004, 01:37: Message edited by: JLS ]
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