Kragnost

From a recent incident, a ship with 1300 shield factors, a shield depth in excess of 20 and armour rating of 80 was attacked by space fighters.

In round 2 the ship took 30 hits, 311 [600] damage (I assume this shows 289 damage being stopped by shields + armour)
In round 3 the ship took 32 hits, 305 [640] damage (335 damage stopped by shields + armour)

How is the damage applied to the shield and armour considering that the Space Fighters have an AF of 0.2?

After the battle the ships shield factors had been reduced by 605.87 to 694.13. This is almost the total damage assumed to be absorbed by the shields and armour (which was 624). The calculations I did worked out that the shields should have only been reduced by around 248 factors. The ship armour was undamaged as far as can be determined (it's still reported as 80 on the ship combat report).

I'm very confused over this as I thought I understood how it worked months ago.
David Bethel
QUOTE
In round 2 the ship took 30 hits, 311 [600] damage (I assume this shows 289 damage being stopped by shields + armour)


For some positions the lost dmg (for hitting nothing) is also included in that and dmg lost due to the blast radius of the weapon. In this case all dmg is hitting

Space fighters do 20 dmg and have an AF of 0.2.
Shields: ~20 -> ~4 vs AF 0.2
Armour: 80-> ~16 vs AF 0.2

Your your armour was ~20 vs 20 dmg.
However the armour value is the maximum protection and you can get anywhere between 0-20 from it in this case and on average you are getting 1/2. So about about about 10 dmg (dmg - avg armour) will get through per hit - which is roughly what you got.

You shields blocked on average 2 dmg per hit but the effect on shields is modified by AF to be 10 (/0.2)
So you would have lost 30*10*2=~600.

This basically stems from the fact that explosive weapons with AF>1 made shield useless so i reduced the effect to the raw dmg blocked however the way i did it made AF<1 actually do more DMG to shields. This was not the intention and it will be changed back so you would have taken 30*2*2=120 shield dmg.
Kragnost

So can you confirm that the damage cause by space fighters (to avoid bringing scints into this) should (and soon will) be:

Ship 1300 shield factors, shield depth 20, armour 80

30 space fighter hits, 20 dmg per hit, AF 0.2 total damage 600

Effective shield depth against space fighters is 20 * 0.2 = 4, stops on average 2 damage per hit
Effective armour against space fighters is 80 * 0.2 = 16, stops on average 8 damage per hit

So from 30 hits the shields would absorb about 60 damage and therefore be reduced by 60 shield factors,
armour would stop an additional 240 damage, leaving 300 damage to penetrate the ship defenses and be resolved in the normal manner.

David Bethel
Yes this is correct.
Mandible
QUOTE (Kragnost @ Jun 17 2003, 03:03 PM)

So from 30 hits the shields would absorb about 60 damage and therefore be reduced by 60 shield factors,
armour would stop an additional 240 damage, leaving 300 damage to penetrate the ship defenses and be resolved in the normal manner.

The 300 damage that is taken in the normal manner - what is the normal manner? Does it all go against internal items, or part to the hulls?

If part to the hulls, how is this determined - is it a random amount (a bell curve I guess), or is it based on the mass of the target? And finally...if its based on the mass, what is the mass of a ship? Is it the same as the Embarking Size or something else?

unsure.gif

Mark
David Bethel
QUOTE
The 300 damage that is taken in the normal manner - what is the normal manner?


The damage gets thrown into a big bucket will all the ships items in (inc hulls and armour). It randomly hits items and applied the damage to them. If the damage is greater than the items defence it always destroy the item and then the remaining dmg is modified by the blast radius and then randomly jumps to another item. If the damage is less than the items defence then there is a linear probability that the item will be destroyed.

e.g.

100 heavy hull with 1 layer of armour
Total Space=10*100 (armour area) +100*100(hulls area) +30*100(internal space area)=14000

- 500 damage drops past the ships defences
- It hits a hulls (most likely) and destroys it
- (500-400) 100 dmg remaining is modified by the weapons blast radius (0.5) -> 50 Dmg left
- 50 dmg randomly hits a sensor and destroys it
- (50-10) 40 dmg -> 20 dmg after blast radius
- 20 dmg hits a hull (20/400 chance of destroying hull) -> fails to destroy it...

And thatgoes on for every weapon hit....




Mandible
QUOTE (David Bethel @ Sep 29 2003, 01:21 PM)
If the damage is greater than the items defence it always destroy the item and then the remaining dmg is modified by the blast radius and then randomly jumps to another item.

What is the blast radius for different weapons? i cant find it on the TMs for Photon weapons, so does that mean they dont have any splash damage?

Mark
Mandible
QUOTE (David Bethel @ Sep 29 2003, 01:21 PM)
If the damage is less than the items defence then there is a linear probability that the item will be destroyed.

Does items damage stack up at all? Say one weapon hits the battle bridge and does 200 damage but the bridge is lucky and survives. Another weapon then also hits the bridge, also doing 200 damage - its taken 400 damage so should automatically be destroyed?

Mark
Rich Farry
QUOTE (Mandible @ Nov 7 2003, 12:37 PM)
What is the blast radius for different weapons?  i cant find it on the TMs for Photon weapons, so does that mean they dont have any splash damage?

I believe its the AF value. Photon weapons have an AF of 1, so no splash damage.
Mandible
QUOTE (Rich Farry @ Nov 7 2003, 04:07 PM)
QUOTE (Mandible @ Nov 7 2003, 12:37 PM)
What is the blast radius for different weapons?  i cant find it on the TMs for Photon weapons, so does that mean they dont have any splash damage?

I believe its the AF value. Photon weapons have an AF of 1, so no splash damage.

ok, but how does that work out for space fighters with an AF of 0.2? Or high Yield Torpedoes with an AF of 10?

mark
Rich Farry
QUOTE (Mandible @ Nov 7 2003, 04:42 PM)
ok, but how does that work out for space fighters with an AF of 0.2?  Or high Yield Torpedoes with an AF of 10?

Space Fighters do less carry over damage than a 'standard' weapon type. Their AF is - presumably - represented by their precision targetting and close range, allowing them to hit vulnerable spots, but they lack the firepower to cause large scale damage.

High Yield Torpedoes go BOOM. High explosive weapons going off in a confined space = lots of damage.

AF < 1 = easier to penetrate defensive layers, but less carry over
AF > 1 = harder to penetrate defensive layers, but more carry over (and more shield depletion etc)
Romanov
QUOTE (David Bethel @ Jun 17 2003, 01:44 PM)
Your shields blocked on average 2 dmg per hit but the effect on shields is modified by AF to be 10 (/0.2)
So you would have lost 30*10*2=~600.

This basically stems from the fact that explosive weapons with AF>1 made shield useless so i reduced the effect to the raw dmg blocked however the way i did it made AF<1 actually do more DMG to shields. This was not the intention and it will be changed back so you would have taken 30*2*2=120 shield dmg.

Does this mean that a AR 5 weapon while having its damage depleted by 5 x 1/2 shield depth will only remove 1 x 1/2 shields depth from the shield factors.

Shields have gone up in my estimation if that is the case.

Is shield depth recalculated after each hit or only at the start of each round?

If shields are recalculated at the start of each round then if you have 1000 shield factors but take 2000 damage to shield factors in one round is the excess damage treated as ignoring the shields or does it still get depleted by the shield factors present at start of the round? (Hope that makes sense)