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Old November 17th, 2002, 06:15 AM
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Default Re: Damage Calculation

Here is the new listing.

I put the distance modifier under Defence Bonuses.

I have asked a number of questions which remain unanswered. Hopefully, someone can answer them.

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

Factors which affect the probability of a hit by a direct fire weapon:

ATTACK BONUSES:
Racial characteristic (aggressiveness)
..race creation points assigned –25% to 25%
Cultural trait (amends aggressiveness)
..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%
..Incinerator Beam 10%
..Wave-Motion Gun 30%
..High Energy Magnifier 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 (in sector) to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
….can be trained by Psychic Ship Training Facility (in system) to a max 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 (in sector) to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
….can be trained by Psychic Fleet Training Facility (in system) to a max 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
Weapon Mount
..Large WP/Base Mount 40%
..Heavy WP/Base Mount 60%
..Massive WP/Base Mount 80%

DEFENCE BONUSES:
Racial characteristic (defensiveness)
..race creation points assigned –25% to 25%
Cultural trait (amends defensiveness)
..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 (in sector) to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
....can be trained by Psychic Ship Training Facility (in system) to max 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 (in sector) to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
....can be trained by Psychic Fleet Training Facility (in system) to max 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%
Distance Modifier
..Sectors between direct fire weapon of attacker and target, 10% X sectors
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 (Weapons not affect by attack or defence bonuses)
..Religious talisman sets the probability of a hit at 100% (unchanged by any factor)
..Mines
..Missiles (Capital Ship and Plasma)
..Intel Projects

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