Re: Damage calculations |
Sun, 21 November 2004 14:25 |
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I suspect that it should be applied at the end. Theoretically, the ship still has shields when the missiles are fired. The shields aren't down then until after the missiles have hit / missed. However, considering that ships fire by slots, slot x with 4 missiles fires and kills all the (rest of the) shields, slot y then fires with 6 missiles and should do double damage.
my
Ptolemy
[Updated on: Sun, 21 November 2004 14:27]
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Re: Damage calculations |
Sun, 21 November 2004 18:17 |
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A couple more results from BattleSim. In each case I am only interested in the 1st salvo from the missile BB.
First off, a BB with one slot of 6 Arms along with 7 Nexi to get accuracy almost perfect. Target is 4 chaff (scout+blue laser) and 1 nubian (5k armour, 7.5k shields, 1 blue laser).
The 4 chaff (in 2 different squares) are hit, and killed, by the first 4 missiles in the salvo. The next 2 missiles hit the nub doing 530 armour and 525 shield damage.
The reason for this test was to confirm that missiles that are expended killing the primary target do not contribute any damage to secondary targets. Also confirmed is the fact that the help file is wrong when it says excess damage is only applied to tokens in the same square.
In the second test, the same 6 x Jug BB takes on a nub with 5k armour but only 1k shields, and no chaff in support.
The first salvo does 1000 to shields, 2150 to armour. In other words, the 6 missiles do 3150dp of which half (1525) goes to armour and half to shields. The 525 excess shield damage goes to armour, for the total of 2150.
This shows that the shields don't collapse mid-way through the salvo of 6 missiles. If missiles were treated individually then the first 4 would take out the shields and contribute 50dp to armour as well, giving 1100dp armour damage so far. The last 2 would do double damage and all of it to armour, for a total of another 2100. The overall total armour damage in this case would have been 3200.
Apologies if this is all common knowledge
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Re: Damage calculations |
Mon, 22 November 2004 05:59 |
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Hmmm...
I was starting to test LEit's shield damage calculation, so I sent a BB with 1 delta torp against a stack of scouts with complete phase shields. The scouts have 20dp of armour.
The BB shot, hit, did 20 points of armour damage but killed no ships!
Now, I realise that the test setup was flawed, and I should have used torps that do over 40 points of damage, but I still think this is an interesting result.
I guess the 1/512 damage increments are only applied for damage and not for ship kill calculations.
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Re: Damage calculations |
Mon, 22 November 2004 06:23 |
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LEit wrote on Mon, 22 November 2004 04:13 | Here's something else to test:
If a slot hits a enemy stack, and doesn't knock down all the shields, but does kill some ships, what shields are left:
Is it:
(StartingShields - ShieldDamage) / StartingShips * RemainingShips
Or is it:
StartingShields / StartingShips * RemainingShips - ShieldDamage
IOW, do the ships get destroyed before or after the shields take damage? Also where does the 1/8th shield damage fit into this?
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One BB with a single Epsilon (and 7 Nexi) attacks a stack of 10 scouts with complete phase shields. For the 1st shot...
Shields = 5000 -> 4476
Armour = 200 -> 180
Ships = 10 -> 9
First question - why only 20 damage, not 24 (Epsilons do 48dp). The other 4dp just vanished. I was under the impression that rounding always increases damage to armour.
Second: shield loss = 524 (500 for ship loss + 24 from the shot)
So the total 24dp of shield damage is applied to the remaining ships in the target token.
ie. Shields = StartingShields / StartingShips * RemainingShips - ShieldDamage
However, after the next move phase the scout stack reports 180 armour and 4482 shields! This is not a regenerating shields race. Does the 1/512 thing apply to shields as well ?
Now, for the 2nd shot...
Shields = 4482 -> 3960
Armour = 180 -> 160
Ships = 9 -> 8
So same thing for armour, and 522 damage for shields.
4482 / 9 * 8 - 24 = 3960, confirming the result.
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Re: Damage calculations |
Mon, 22 November 2004 18:59 |
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Kotk | | Commander | Messages: 1227
Registered: May 2003 | |
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Me wrote on Tue, 23 November 2004 01:14 |
now if next that hits is jugger then
it does 75 damage to shields leaving 90
it does 45 damage to armor (killing ship)
ship death does 1/2 th = 45 damage to shields
VCR thinks that ship dying does >5 damage to shields (bah lets not care what VCR thinks okay?) leaving no shields
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Damn... it appears to be i calculated wrong there 110-75 is only 35 35/2 = 18 and so theres 17 shields left after second jugger.
So if someone wants to see that shield the beamer must do less than 62 damage after second jugger not less than 90 like i said.
[edit.. second jugger not third maybe i should stop here]
[Updated on: Mon, 22 November 2004 19:42] Report message to a moderator
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Re: Damage calculations |
Tue, 23 November 2004 05:05 |
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As this battle engine gets worked out I think we need to look at creating 'battle order of events' sheet.
With all the fine work going into this, we will want to make sure that clients are using an identical battle order of events and displaying things the same for battles.
In the case of damage to armor not being applied from a single missile/torp hit when a ship is killed - that makes sense since the missile only kills one ship. Excess damage power from a missile that kills a ship should not be possible to carry over to another ship in a stack.
At some point in time here we are also going to have to look at the behaviour of all battle order combinations.
Ptolemy
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
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Re: Damage calculations |
Tue, 23 November 2004 05:42 |
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Quote: | Seems that most likely rockets (missile or torpedo) slot does damage like this:
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Your algorithm works on a missile by missile basis. The tests I have done so far indicate that it is done on a slot by slot basis, with only missile hits/misses tested individually.
The main effect of this is that in a salvo of 6 missiles from a BB, either all 6 do double armour damage due to no shields, or none of them do.
With your algorithm, the first couple of missiles in the salvo could take down the shields and then the other 4 do double damage. This does not happen in the battle engine.
And once we have this sorted, we still need to decide what happens if the target token is killed outright and there are still "kills" available to the slot.
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