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Old January 19th, 2005, 05:05 PM
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Default Re: troop damage troop loading shield troops

Quote:
brianeyci said:
Hrm thanks for the calcs suicide... can I ask why you multiply by .3 for damage?

Also, why do you multiply by .01 for 50%?
Ground Combat Damage Modifier Percent := 30

also, 50% - 60% (ecm) = 1% in SE4 math
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Old January 20th, 2005, 04:22 AM
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Default Re: troop damage troop loading shield troops

Do you mean Junkie, that math is like this:

1 troop makes damage, equipped with 3 ground cannons (á 20 dmg)

Defender No bonuses/attacker no bonuses:
3*20*(30%) = 60*0.3 = 18 dmg.

Defender No bonuses/Attacker +25% hit bonus:
3*20*(30%+25%) = 60*0,55 = 33 dmg.

Defender +40% ECM bonus/Attacker no bonuses:
3*20*(30%)*(40%) = 60*0,3*0,4 = 7,2 dmg

Defender +40% ECM bonus/Attacker +25% hit bonus:
3*20*(30%+25%)*(40%) = 60*0,55*0,4 = 13,2 dmg

Did I understood this correctly?
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Old January 20th, 2005, 02:06 PM
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Default Re: troop damage troop loading shield troops

Not quite. The 30% isn't a to-hit modifier, its a damage modifier.

So your troop with 3 ground cannons @ 20 dmg each will do only 18 damage if it hits.


ECM and Sensors add together, but never go above 99% or below 1%.

I multiplied the damage by the probability of a hit. (Based on ECM/sensors/etc)
In reality, it would be either 18 or zero, but since we're dealing with hundreds of troops, the expected damage is 18 * (probability of hit) * (number of shots)

To expand that:
[total damage per troop] * 0.3 * ( 100%-[ECM]+[CS]+[Net Racial modifier] ) * [number of troops]

With the added caveat that the whole ECM/CS/etc part in the middle is limited to values between 0.01 and 0.99
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