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  #31  
Old November 16th, 2002, 11:39 PM
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Default Re: Damage Calculation

Mines are not weapons.
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  #32  
Old November 17th, 2002, 12:06 AM
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Default Re: Damage Calculation

Hmm, an error is supposed to be in the list? I like puzzles...
How about:

Ripper beams don't get a 10% bonus. Incinerator beams do.
You didn't include the hit percentage dropping with distance.
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  #33  
Old November 17th, 2002, 12:55 AM
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Default Re: Damage Calculation

Weapon attack bonus
Mental singularity generator 20%
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  #34  
Old November 17th, 2002, 01:34 AM
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Default Re: Damage Calculation

I think I got the error:

The space between death shrines.

Edit: Also, I thought the British spelling (also canadian) was Armour?

and HE Magnifier is spelled magifire.

Another Edit: I thought drones also had bonus offensive?

[ November 16, 2002, 23:40: Message edited by: TerranC ]
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  #35  
Old November 17th, 2002, 02:08 AM
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Default Re: Damage Calculation

Quote:
Also, I thought the British spelling (also canadian) was Armour?
Looks like Armor in the game to me.
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  #36  
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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  #37  
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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  #38  
Old November 17th, 2002, 02:58 AM
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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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  #39  
Old November 17th, 2002, 03:16 AM
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Default Re: Damage Calculation

Quote:
Originally posted by Imperator Fyron:
Mines are not weapons.
Not weapons?

Tell that to 2 destroyers and an escort that just met their demise in a game I'm playing.

Or am I missing something here.
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  #40  
Old November 17th, 2002, 03:20 AM
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Default Re: Damage Calculation

Quote:
Originally posted by Kamog:
Hmm, an error is supposed to be in the list? I like puzzles...
How about:

Ripper beams don't get a 10% bonus. Incinerator beams do.
You didn't include the hit percentage dropping with distance.
Kamog. Quite right.

Sigh, I must have been having a bad day.

Thanks for catching it.

But sorry, it's not the "puzzle" error.

EDIT: Does anyone know the "percentage dropping with distance"?

[ November 17, 2002, 01:21: Message edited by: tbontob ]
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