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February 23rd, 2007, 07:28 PM
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Re: Balance Mod\'s Emissive Armor
Could it be that the emissive armor ability is surviving the death of the armor component?
So, even though the armor has zero hitpoints, it is still taking its 20 damage points off through emissive ability?
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February 23rd, 2007, 07:41 PM
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Re: Balance Mod\'s Emissive Armor
No. The amount of damage soaked actually goes up as more armor is destroyed.
EDIT: although..hmm. Thinking about it a little more, that might be it.The component could still be being "hit" even though it has 100 damage, and emissive applied before it goes to the next..
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February 23rd, 2007, 07:48 PM
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Re: Balance Mod\'s Emissive Armor
That's exactly what I mean.
Given that components normally lose abilities when they hit 50% damage (in settings.txt), armor might have been made a special case.
A special case in which a ">= 0 hp" was used instead of a "> 0 hp".
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February 23rd, 2007, 07:54 PM
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Re: Balance Mod\'s Emissive Armor
I still don't think that's it, though. There was a test with a baseship that had 24 EA. It was being shot at by a Balance Mod 1.03 shard cannon (90% penetration, 288 damage).
The emissive ability was being applied to each armor comp on the way through, but the amount of damage done still dropped as the armor died..
Apparently Shields from Damage applies after death too.
EDIT: damage results from a test baseship:
13/11/9/7/6/4/3/2/1/1 first shot, 121 damage done each shot. The damage continued to follow that pattern until the first EA comp died. With two comps down, the damage done dropped to 100 per shot. With three, 91.
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Phoenix-D
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- Digger
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February 23rd, 2007, 08:12 PM
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Re: Balance Mod\'s Emissive Armor
I would expect that that would be because more damage was reaching the last few armors to be emissed.
Once the first armor is dead, it stops suffering 28 damage points. A greater fraction of the damage is absorbed by emissive effects, and less by armor hitpoints.
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February 23rd, 2007, 08:17 PM
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Re: Balance Mod\'s Emissive Armor
Phoenix-D, try a non-armor piercing weapon to see what happens.
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February 23rd, 2007, 08:30 PM
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Re: Balance Mod\'s Emissive Armor
Right, same thing except with an AM Torp: (150 damage stock)
First hit does 135 damage (67% on one armor)
Second hit does 120 damage (100% on one armor, 27 on the next)
Third hit does 120 damage (100/87)
Forth hit does 125 (?!) damage (100/100/40)
Fifth hit does 105 damage (100/100/92)
Sixth hit does 90 damage (100/100/100/37)
So with the exception of #4 there, it looks like each destroyed armor comp is taking off 15 damage. This matches the initial tests..
Side note: on the test of the baseship, its Abilities tab initially said 360 EM ability.
After 1 hit it said 345. Two hits, it said the same. Three hits, 330.
The ability is being subtracted in the tab, but not in the actual effect. Odd.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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