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  #1  
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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  #2  
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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  #3  
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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  #4  
Old November 16th, 2002, 09:55 AM

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Default Re: Damage Calculation

Temporal Events Predictor gives a system-wide tohit bonus (I don't remember how much, though...) And I thought that Religious had a tohit/ecm bonus shrine, as well as the death shrine...
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  #5  
Old November 17th, 2002, 02:27 AM
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Default Re: Damage Calculation

Quote:
Originally posted by dumbluck:
Temporal Events Predictor gives a system-wide tohit bonus (I don't remember how much, though...) And I thought that Religious had a tohit/ecm bonus shrine, as well as the death shrine...
Give the man a ceegar!

The War Shrine gives a combat bonus from 5 to 15% to in system battles and the Events Predictor (temporal) gives 10 to 30 percent combat bonus to in system battles.

However, my mistake is still there, undiscovered…. Who will find it.

Here’s the new up to date Attack/Defense bonus listing

=============================================

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 (including temporal) 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 (including temporal) to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Chassis bonus
..fighters 50%
Facilitities
..War Shrine (religious)
….lvl 1 5% to in-system ships and units
….lvl 2 10% to in-system ships and units
….lvl 3 15% to in-system ships and units
..Events Predictor (temporal)
….lvl 1 10% to in-system ships and units
….lvl 2 20% to in-system ships and units
….lvl 3 30% to in-system ships and units

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 (including temporal) 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 (including temporal) 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%
Facilitities
..War Shrine (religious)
….lvl 1 5% to in-system ships and units
….lvl 2 10% to in-system ships and units
….lvl 3 15% to in-system ships and units
..Events Predictor (temporal)
….lvl 1 10% to in-system ships and units
….lvl 2 20% to in-system ships and units
….lvl 3 30% to in-system ships and units

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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  #6  
Old November 17th, 2002, 02:34 AM
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Default Re: Damage Calculation

Quote:
However, my mistake is still there, undiscovered…. Who will find it.
You discovered it, you fix it. No sense duplicating work

Especially when we've got a game like SE4 installed

[ November 16, 2002, 12:36: Message edited by: Suicide Junkie ]
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  #7  
Old November 17th, 2002, 02:58 AM
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tbontob tbontob is offline
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Default Re: Damage Calculation

Quote:
Originally posted by Suicide Junkie:
quote:
However, my mistake is still there, undiscovered…. Who will find it.
You discovered it, you fix it. No sense duplicating work

Especially when we've got a game like SE4 installed

SJ...I will fix it if it continues to stump the experts.

It could be anything...a percentage error, missed tech, etc.

Here’s the new up to date Attack/Defense bonus listing, corrected for some spelling mistakes and to make the racial characteristic bonus a bit clearer.

=============================================

Factors which affect the probability of a hit:

ATTACK BONUSES:
Racial characteristic (aggressiveness)
..race creation points assigned –25% to 25%
..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 (including temporal) 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 (including temporal) to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Chassis bonus
..fighters 50%
Facilities
..War Shrine (religious)
….lvl 1 5% to in-system ships and units
….lvl 2 10% to in-system ships and units
….lvl 3 15% to in-system ships and units
..Events Predictor (temporal)
….lvl 1 10% to in-system ships and units
….lvl 2 20% to in-system ships and units
….lvl 3 30% to in-system ships and units

DEFENCE BONUSES:
Racial characteristic (defensiveness)
..race creation points assigned –25% to 25%
..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 (including temporal) 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 (including temporal) 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%
Facilities
..War Shrine (religious)
….lvl 1 5% to in-system ships and units
….lvl 2 10% to in-system ships and units
….lvl 3 15% to in-system ships and units
..Events Predictor (temporal)
….lvl 1 10% to in-system ships and units
….lvl 2 20% to in-system ships and units
….lvl 3 30% to in-system ships and units

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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circa 650 B.C.
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