Shield bug? |
Fri, 19 November 2004 03:39 |
|
Carn | | Officer Cadet 4th Year | Messages: 284
Registered: May 2003 | |
|
I had a battle with 1 side 51 cr with fm, 4 we10 beamers and 6 shadow shields and RS.
Other side had 52 cr with identical design, except maybe for engine and no RS(at least, that was shown by the shields strength of battle replay).
No other armed ships present.
Both stacks fired entire battle at range3, except for the turn it took to get close enough.
After some rounds of firing, 52 cr stack was shown to have 0 shields, but still entire damage dealt went to shields, no ships destroyed.
Later the 51 cr stack(with RS) was shown to have 0 shields left, but still entire damage went to shields.
Battle ended due to time limit with both stacks unharmed.
As RS cr stack dealt something like 4600 damage per shot, non RS stack having 23400 shields at start(as shown in replay), should have been depleted after 5 shots, which fits the observed shield values in battle.
Non RS stack dealt 4700 damage, which is with regeneration subtracted 1487 (3213 regeneration per turn from 32130 max shields), while in the first round no regen happens. So shields would be depleted after (32130-4700)/1487=18.4 ~ 19 turns the RS stack's shields are depleted, which also fits the numbers shown in battle.
What went wrong, why was no armor damage dealt?
Even if the 52 cr stack had RS and numbers showed wrong, then 51 cr stack should have been damaged in the end.
I had no time to simulate battle, anyone having a idea what happened?
Carn
Report message to a moderator
|
|
|
Re: Shield bug? |
Fri, 19 November 2004 04:12 |
|
Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
|
Carn wrote on Fri, 19 November 2004 09:39 | I had a battle with 1 side 51 cr with fm, 4 we10 beamers and 6 shadow shields and RS.
Other side had 52 cr with identical design, except maybe for engine and no RS(at least, that was shown by the shields strength of battle replay).
|
Don't believe the battle viewer when it comes to RS or not, at some moments in the battle it will show correct values, at other moments wrong values.
Quote: | As RS cr stack dealt something like 4600 damage per shot, non RS stack having 23400 shields at start(as shown in replay), should have been depleted after 5 shots, which fits the observed shield values in battle.
Non RS stack dealt 4700 damage, which is with regeneration subtracted 1487 (3213 regeneration per turn from 32130 max shields), while in the first round no regen happens. So shields would be depleted after (32130-4700)/1487=18.4 ~ 19 turns the RS stack's shields are depleted, which also fits the numbers shown in battle.
What went wrong, why was no armor damage dealt?
Even if the 52 cr stack had RS and numbers showed wrong, then 51 cr stack should have been damaged in the end.
I had no time to simulate battle, anyone having a idea what happened?
|
19 turns to deplete the shields for RS? IIRC battle only lasts 16 rounds, so you'll never get through each others shields. (and it looks like your enemy has RS as well)
mch
Report message to a moderator
|
|
|
|
Re: Shield bug? |
Fri, 19 November 2004 04:46 |
|
|
Actually, you can believe the battle viewer. The numbers add up.
The premise of the mathematics described is a little flawed -
Quote: | Non RS stack dealt 4700 damage, which is with regeneration subtracted 1487 (3213 regeneration per turn from 32130 max shields), while in the first round no regen happens. So shields would be depleted after (32130-4700)/1487=18.4 ~ 19 turns the RS stack's shields are depleted, which also fits the numbers shown in battle.
|
Shield regen ocurrs after each round of battle. No regen happens at the start of any round - and, in the first round, shields are at full strength. So, the corect formula for this is:
((32130-4700)+ 3213) / 1487
This equals 20.607.......... rounds to kill all the shields (21 rounds)
Ptolemy
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
|
|
|
|
Re: Shield bug? |
Fri, 19 November 2004 08:44 |
|
|
I have a feeling that folks might be getting a little confused when the numbers get big. However, I can think of a scenario where battle viewer numbers could get off - never tested for it though. That would be if the integer value storing the starting shield strength for dispaly overflows. In this case the value could turn negative if the integer was a signed integer. The negative value could be displayed as a positive value after the fact.
Ptolemy
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
|
|
|
Re: Shield bug? |
Fri, 19 November 2004 09:31 |
|
LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
|
I consistantly see small battles where it shows some one else as NOT having RS shields, but as the battle progresses, their stach has 0 shields, yet my shots are still hitting shields. I've looked at their view after the game, and seen the same thing the other way around.
In short, don't figure that some one has RS or not based on the first round of the battle, you have to actually pound the shields enough and watch the damage. However, I think armor values are correct, so if some one has an armored ship, you can tell if they have RS. And if they never have an armored ship, you can assume they have RS...
- LEitReport message to a moderator
|
|
|
Re: Shield bug? |
Mon, 22 November 2004 07:07 |
|
Kotk | | Commander | Messages: 1227
Registered: May 2003 | |
|
Shields are displayed incorrectly in VCR.
If something had shields and you killed it, you should know for sure if it had RS or no by damage done.
The damage done is displayed correctly.
Armor damage % is also displayed correctly.
If you have RS or no, dont look at the numbers it say about shields left, these are almost always wrong.
Report message to a moderator
|
|
|