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March 20th, 2003, 08:18 PM
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Re: Stealth and Scattering Armor bonus
To that formula:
This is a formula that counts with: Space reqired by component's, damage dealt, different % to hit and of course overall defense points. It works also with many extreme examples.
Abbreviations used in examples and formula:
su = Space used. Total of space the components take up on ship.
sr = Space required for components. Count in kt. Add ALL components.
dd = Damage dealt. Pick any number bigger than 1.
mp = Modified percent. Attacker's percent to hit(again, choose any number) minus your defense adjustment(count OLNY bonus from component).
dv = Defense value. Add damage resistance(in kt) and additional points(shield or armor).
How it works?
1: (dd*mp1/100) - (dv1*sr2/sr1)
Count.
2: (dd*mp2/100) - dv2
Count.
Compare. Smaller wins.
Example1:
Let's say you have 50 kt of free space on ship. Enemy can deal you 1000 points of damage and he hits 60% of time. First ship has an armor and second a shield generator.
Armor requires 50 kt's adds 150 armor points and 15% to defend.
Shield generator reqires 40 kt and adds 375 shield points.
sr1 = 50
sr2 = 40
dd = 1000
mp1 = 45
mp2 = 60
dv1 = 200
dv2 = 415
1: 1000*45/100 - 200*40/50 = 290
2: 1000*60/100 - 415 = 185
Shield wins.
Example2:
Let's say you have 210 kt of free space on ship. Enemy can deal you 1000 points of damage and he hits 60% of time. First ship has 4 shield generators and 1 armor and second has 5 shield generators.
Armor requires 50 kt's adds 150 armor points and 15% to defend.
Shield generator reqires 40 kt and adds 375 shield points.
sr1 = 210
sr2 = 200
dd = 1000
mp1 = 45
mp2 = 60
dv1 = 1850
dv2 = 2075
1: 1000*45/100 - 1850*200/210 = -1312
2: 1000*60/100 - 2075 -1475
Shield wins(but slightly).
This is not a failure. Here really the shield wins. After all, if the armor gives you 15% to defense it is as if it gave you one sixth more defense. That also means that on average only after 6 shields it pays off to have an armor.
Try to slightly increase the % of shield. You'll see the results you probably want to see.
Of course this formula does NOT include all possibilities but it covers most common situations.
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March 20th, 2003, 08:22 PM
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Re: Stealth and Scattering Armor bonus
I almost forgot: The break even point is easy find. Just give those two sides into eqation. That't the exact break-even point.
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March 20th, 2003, 08:39 PM
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Shrapnel Fanatic
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Re: Stealth and Scattering Armor bonus
Is your damage dealt supposed to be the effective hitpoints of the ship, rather than just any number?
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March 20th, 2003, 08:41 PM
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Major
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Re: Stealth and Scattering Armor bonus
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March 20th, 2003, 08:45 PM
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Re: Stealth and Scattering Armor bonus
Quote:
I know he can be annoying at times. "Ragging" is something he seems to particularly enjoy. My prefered method of pointing it out to him is to speak to others about him in a slightly disapointed, patronizing way. The way you would speak about a particularly rambunctious child to other adults. Discussing it with him standing right there, but not directly acknoledging him as if he isn't. He hates that.
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If I was as petty as Geo, I would respond (with more than this not-such-a-response) to that. As I am not, all you get is 
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March 20th, 2003, 08:59 PM
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Re: Stealth and Scattering Armor bonus
Suicide Junkie:
That depends on what you want to calculate. The damage dealt is the damage your enemy deals you. I intenionally left it there so that you can also include enemy's firepower(that also an answer to your question). This can give you more accurate view. Yes, the formula works with amplifying and decreasing basic damage. At first I thought two things that later turned out to be false: That I can't use "virtual hit points" instead of to hit(ot to defend) %. With the second I will not bother anyone until someone finds that possibility(It has something to do with very big or low chances of hitting). I hope I answered your question well enough.
[ March 20, 2003, 19:03: Message edited by: Ward ]
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March 20th, 2003, 09:17 PM
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Shrapnel Fanatic
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Re: Stealth and Scattering Armor bonus
If you are trying to maximize the defense strength of your ship (using a given amount of space, of course), then the amount of damage the enemy fires at you per round dosen't matter for shields and stealth/scattering armor.
And whenever the to-hit chances get locked at 1% or 99%, then our formulae will certainly be off.
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