| Could somebody explain what the numbers in battle reports mean?
QUOTE | Round 1: 1 Photon Gun - 1 hit - 60 [60] damage - 100% 1 Rail Cannon (HESH) - 1 hit - 90 [90] damage - 74%
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What's the number in square brackets for? What's the percentage at the end of the line?
Ta.
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| Actual damage past defences, max weapons damage output, the last one well...if you have 1 weapon and hit the target it should be 100%, so its the chance you had of hitting the target. For stationary it's always 100% and for moving targets its the effect of different speeds. The gun has better accuracy hence the difference |
| (I took the liberty of moving and pinning this topic as it is probably very useful for lots of players.) |
| So... (bear with me)
Round 1: 50 Missile Launchers (Missile) - 50 hits - 266 [10000] damage - 99% Round 2: 50 Missile Launchers (Missile) - 50 hits - 450 [10000] damage - 99% Round 3: 50 Missile Launchers (Missile) - 50 hits - 345 [10000] damage - 99%
All my missiles hit, but only a tiny fraction of the potential damage was done, with no messages about point defence? Where did the rest of the damage go? |
| standard missiles would possibly have a lot of their damage soaked up by the armour of the vessel you are hitting and the shields etc |
| QUOTE | standard missiles would possibly have a lot of their damage soaked up by the armour of the vessel you are hitting and the shields etc |
Also as the armour and shields are soaking up that damage their ratings are also being reduced. So your missiles did a lot of damage to the target even though only a fraction got through to the interior of the target. I think I'm right in saying standard missile have an AF of 8. So hitting a warship with a 100 armour rating would actually mean it's rating against missiles is in effect 800!!! |
| QUOTE (Rules) | Defence Tiers
All attacks are subject to a tiered system of defence. Only attacks that penetrate all lines of defence will actually damage the position. This damage may be suffered by any items listed as part of the position although splash damage can also be applied to docked positions.
If at any time the attack is fully countered, such as point defence shooting down a missile, the combat program will stop and move on to the next attack. Only the damage penetrating each tier is used for subsequent checks. This means that in certain cases a hit may not even cause damage. If a tier is not present – or not applicable for the type of weaponry used - it is ignored and the next tier is checked The defensive tiers (in order of use) are:
1. Gatling lasers will blast any missiles, torpedoes and attacking space fighters.
2.Interceptors will engage attacking space fighters and bombers.
3.Phalanx launchers will fire phalanx missiles at any torpedo, missile, space fighter or space bomber that is still attacking
4.Scintillators will attenuate any beam weapon, reducing the damage of each hit by up to their coverage, multiplied by the armour factor of the beam weapon.
5.Shields will reduce any damage by up to their shield depth, multiplied by the armour factor of the weapon/ammo hitting. The damage absorbed will directly reduce the shield factors on a one-to-one basis.
6.Armour will reduce any damage by up to their armour value, multiplied by the armour factor of the attack. This damage has a chance of destroying some of the armour.
Any remaining damage is then distributed into the total contents of the position. What is actually hit is based on the ratio of total surface area of a specific item against the total surface area of the targeted position. This chance is modified by any targeting preference specified by the attacking position. If an item takes sufficient damage, it will be destroyed.
The chance of destroying an item is based on the defence of an item compared to the damage taken, i.e. if an item has a defence of 10 and receives 5 damage, there is a 50% chance it will be destroyed. Excess damage from a hit may ‘splash’ onto other items. This is based on the blast radius value of the weapon/ammo doing the damage, and the spread of the target.
Weapons and ammo that are designed to explode and cover a large area generally have a blast radius value close to 1. Should they hit a packed target, then virtually all damage penetrating through the tiers of defence will count.
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| Okay, got it, thanks. I'd assumed that since armour and shields were damaged by the attack it'd count as part of the damage achieved. |
| An excellent posting Steve. Thank you.
That explained a few concepts to me more clearly as well.
Regards
Archangel |
| Okay, just one more :-)
Round 2: 72 Space Fighters - 72 hits - -169 [1440] damage - 100% Round 3: 72 Space Fighters - 72 hits - -81 [1440] damage - 100%
*Negative* damage? Is that a bug, or something else I don't understand? |
| QUOTE (Brother Tenor @ May 25 2005, 06:41 PM) | *Negative* damage? Is that a bug, or something else I don't understand? |
LOL. Now that is a new one on me. (Can you supply the DTR with those weapons please?  ) |