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  #11  
Old November 16th, 2002, 04:54 AM
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Default Re: Damage Calculation

The experience bonuses do not depend on tech level. Only the acutal experience a ship has.

They can be trained for "free" experience, but it takes time to complete, and they can also get up to 50% experience through battle.
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  #12  
Old November 16th, 2002, 04:59 AM
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Default Re: Damage Calculation

Quote:
Originally posted by Suicide Junkie:
The experience bonuses do not depend on tech level. Only the acutal experience a ship has.

They can be trained for "free" experience, but it takes time to complete, and they can also get up to 50% experience through battle.
SJ, it is a good point, I'll include it in the list a bit later...

What do you mean by 'trained for "free" experience'? Do you mean the training from the Ship Training Facility?

[ November 16, 2002, 03:07: Message edited by: tbontob ]
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  #13  
Old November 16th, 2002, 05:33 AM
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Default Re: Damage Calculation

Updated list....

Factors which affect the probability of a hit:

ATTACK BONUSES:
Racial characteristic (aggressiveness)
Combat Sensors
..lvl 1 25%
..lvl 2 45%
..lvl 3 65%
Weapon attack bonus
..PDC's 70%
..Ripper Beam 10%
..Wave-Motion Gun 30%
..High Energy Magifier 30% (crystalline)
..Tachyon Cannon 10% (temporal)
Cultral trait: space combat
Ship Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Ship Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Fleet Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Fleet Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Chassis bonus (ex:
..fighters 50%

DEFENCE BONUSES:
Racial characteristic (defensiveness)
ECM
..lvl 1 20%
..lvl 2 40%
..lvl 3 60%
Cultral trait: space combat
Ship Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Ship Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Fleet Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Fleet Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Scattering Armor
..lvl 1 5%
..lvl 2 10%
..lvl 3 15%
Stealth Armor
..lvl 1 5%
..lvl 2 10%
..lvl 3 15%
Chassis bonus
..fighters 40%? bonus

[EDIT]SPECIAL CASE
Religious talisman sets the probability of a hit at 100% (cannot be modified by the attack/defense bonuses or changed by the 1% reduction rule to 99%)
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  #14  
Old November 16th, 2002, 05:35 AM
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Default Re: Damage Calculation

Does anyon know for sure what a fighter's defence bonus is?

I'd like to include it with the small ships and drones defensive bonuses.
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  #15  
Old November 16th, 2002, 05:38 AM
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Default Re: Damage Calculation

As far as determining actual damage, Death Shrines add a 5/10/15% bonus to actual damage amount for weapons fired in that system. IIRC, that is.
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  #16  
Old November 16th, 2002, 05:44 AM
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Default Re: Damage Calculation

Fighters have a 50% offense bonus and a 60/70/80% defense bonus for large/medium/small hulls, respectively.
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  #17  
Old November 16th, 2002, 05:46 AM
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Default Re: Damage Calculation

New, new list

Factors which affect the probability of a hit:

ATTACK BONUSES:
Racial characteristic (aggressiveness)
Combat Sensors
..lvl 1 25%
..lvl 2 45%
..lvl 3 65%
Weapon attack bonus
..PDC's 70%
..Ripper Beam 10%
..Wave-Motion Gun 30%
..High Energy Magifier 30% (crystalline)
..Tachyon Cannon 10% (temporal)
Cultral trait: space combat
Ship Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Ship Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Fleet Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Fleet Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Chassis bonus (ex:
..fighters 50%

DEFENCE BONUSES:
Racial characteristic (defensiveness)
ECM
..lvl 1 20%
..lvl 2 40%
..lvl 3 60%
Cultral trait: space combat
Ship Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Ship Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Fleet Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Fleet Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Scattering Armor
..lvl 1 5%
..lvl 2 10%
..lvl 3 15%
Stealth Armor
..lvl 1 5%
..lvl 2 10%
..lvl 3 15%
Chassis bonus
..drones 50%
..fighters 40%? bonus
..escort 40%
..frigate 30%
..destroyer 20%
..light cruiser 10%
..baseship (40%) brackets denote easier to hit
..space station (20%)
..battle station (40%)
..starbase (60%)

[EDIT]SPECIAL CASE
Religious talisman sets the probability of a hit at 100% (cannot be modified by the attack/defense bonuses or changed by the 1% reduction rule to 99%)
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  #18  
Old November 16th, 2002, 05:58 AM
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Default Re: Damage Calculation

Thanks Krsqk for the info on fighters.

On the Shrines, it is my understanding they do not affect the probability to hit but the damage amount. So, I’ve started a new Category for damage bonus.

Factors which affect the probability of a hit:

ATTACK BONUSES:
Racial characteristic (aggressiveness)
Combat Sensors
..lvl 1 25%
..lvl 2 45%
..lvl 3 65%
Weapon attack bonus
..PDC's 70%
..Ripper Beam 10%
..Wave-Motion Gun 30%
..High Energy Magifier 30% (crystalline)
..Tachyon Cannon 10% (temporal)
Cultral trait: space combat
Ship Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Ship Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Fleet Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Fleet Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Chassis bonus
..fighters 50%

DEFENCE BONUSES:
Racial characteristic (defensiveness)
ECM
..lvl 1 20%
..lvl 2 40%
..lvl 3 60%
Cultral trait: space combat
Ship Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Ship Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Fleet Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Fleet Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Scattering Armor
..lvl 1 5%
..lvl 2 10%
..lvl 3 15%
Stealth Armor
..lvl 1 5%
..lvl 2 10%
..lvl 3 15%
Chassis bonus
..drones 50%
..fighters, small 80%
..fighters, medium 70%
..fighters, large 60%
..escort 40%
..frigate 30%
..destroyer 20%
..light cruiser 10%
..baseship (40%) brackets denote easier to hit
..space station (20%)
..battle station (40%)
..starbase (60%)

SPECIAL CASE
Religious talisman sets the probability of a hit at 100% (cannot be modified by the attack/defense bonuses or changed by the 1% reduction rule to 99%)
================================================
DAMAGE BONUS
..Death Shrine 1 (Religious) 5% damage bonus to all weapons used in system
..Death Shrine 2 (Religious) 10% damage bonus to all weapons used in system
..Death Shrine 3 (Religious) 15% damage bonus to all weapons used in system
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  #19  
Old November 16th, 2002, 06:15 AM
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Default Re: Damage Calculation

New, newer, newest list

Factors which affect the probability of a hit:

ATTACK BONUSES:
Racial characteristic (aggressiveness)
..race creation points. 75% - 125% (Negative if below 100%)
..Berzerkers 10%
..Warriors 5%
..Politicians 2%
..Zealots 5%
..Engineers –5%
..Merchants -2%
..Renegades 2%
Combat Sensors
..lvl 1 25%
..lvl 2 45%
..lvl 3 65%
Weapon attack bonus
..PDC's 70%
..Ripper Beam 10%
..Wave-Motion Gun 30%
..High Energy Magifier 30% (crystalline)
..Tachyon Cannon 10% (temporal)
Cultral trait: space combat
Ship Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Ship Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Fleet Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Fleet Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Chassis bonus
..fighters 50%

DEFENCE BONUSES:
Racial characteristic (defensiveness)
..race creation points. 75% - 125% (Negative if below 100%)
..Berzerkers 10%
..Warriors 5%
..Politicians 2%
..Zealots 5%
..Engineers –5%
..Merchants -2%
..Renegades 2%
ECM
..lvl 1 20%
..lvl 2 40%
..lvl 3 60%
Ship Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Ship Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Fleet Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Fleet Training Facility to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Scattering Armor
..lvl 1 5%
..lvl 2 10%
..lvl 3 15%
Stealth Armor
..lvl 1 5%
..lvl 2 10%
..lvl 3 15%
Chassis bonus
..drones 50%
..fighters, small 80%
..fighters, medium 70%
..fighters, large 60%
..escort 40%
..frigate 30%
..destroyer 20%
..light cruiser 10%
..baseship –40%
..space station –20%
..battle station –40%
..starbase –60%

SPECIAL CASE
Religious talisman sets the probability of a hit at 100% (cannot be modified by the attack/defense bonuses or changed by the 1% reduction rule to 99%)
================================================
DAMAGE BONUS
..Death Shrine 1 (Religious) 5% damage bonus to all weapons used in system

..Death Shrine 2 (Religious) 10% damage bonus to all weapons used in system
..Death Shrine 3 (Religious) 15% damage bonus to all weapons used in system
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  #20  
Old November 16th, 2002, 06:37 AM
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Default Re: Damage Calculation

Hey guys...don't tell me my list is perfect.

I can see one mistake Who can find it?
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