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  #1  
Old November 16th, 2002, 04:15 AM

Phoenix-D Phoenix-D is offline
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Default Re: Damage Calculation

"SPECIAL CASE
Religious talisman sets the bonus at 100%"

Err..this isn't how it works. What the talisman does is set the *chance to hit* to 100%. Typo?

ATTACK BONUSES:
Racial characteristic (aggressiveness)
Combat Sensors
Weapon attack bonus (for example 70% for PDC's)
Cultral trait: space combat
Ship Experience level
Fleet Experience level
Chassis bonus (ex: fighters get a 50% bonus)

DEFENCE BONUSES:
Racial characteristic (defensiveness)
ECM
Cultral trait: space combat
Ship Experience level
Fleet Experience level
Scattering Armor
Stealth Armor
Chassis bonus (fighters get a 40%? bonus)

Phoenix-D

[ November 16, 2002, 02:18: Message edited by: Phoenix-D ]
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  #2  
Old November 16th, 2002, 04:22 AM
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Default Re: Damage Calculation

Hmmm, maybe I am missing something here.

I thought the attack and defense bonuses are used to determine the probability of a hit. And that the talisman just sets it at 100%.

In other words, the talisman is totally unaffected by the values of the attack and defense bonus as it is locks the probability of a hit at 100%

Would this be an accurate assessment?
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  #3  
Old November 16th, 2002, 04:36 AM
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Default Re: Damage Calculation

Yes. The key here is that the Talisman SETS it to 100% no matter what, rather than simply ADDING 100%.

No matter how much defense bonus you have, the talisman trumps it.

Without the talisman, you also get a max of 99%. Ships have been known to MISS a planet by that 1%
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Old November 16th, 2002, 04:41 AM
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Default Re: Damage Calculation

Thanks Phoenix-D for your list

I am wondering if we can expand on it to include the special cases.

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
..lvl 1 10%
..lvl 2 15%
..lvl 3 20%
Fleet Experience level
..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
..lvl 1 10%
..lvl 2 15%
..lvl 3 20%
Fleet Experience level
..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 bonus at 100% (cannot be modified by the attack/defense bonuses)

[ November 16, 2002, 02:46: Message edited by: tbontob ]
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Old November 16th, 2002, 04:43 AM
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Default Re: Damage Calculation

Quote:
Originally posted by Suicide Junkie:
Yes. The key here is that the Talisman SETS it to 100% no matter what, rather than simply ADDING 100%.

No matter how much defense bonus you have, the talisman trumps it.

Without the talisman, you also get a max of 99%. Ships have been known to MISS a planet by that 1%
Actually that was why I put it in as a special case...it is just automatically 100% chance to hit.
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  #6  
Old November 16th, 2002, 04:52 AM
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Default Re: Damage Calculation

Probably a better way to put it...

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
..lvl 1 10%
..lvl 2 15%
..lvl 3 20%
Fleet Experience level
..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
..lvl 1 10%
..lvl 2 15%
..lvl 3 20%
Fleet Experience level
..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% rule to 99%)
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  #7  
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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