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Home » Stars! 2.6/7 » The Bar » Minimum Damage Cheat
Re: Minimum Damage Cheat Thu, 12 January 2012 22:26 Go to previous messageGo to previous message
LittleEddie is currently offline LittleEddie

 
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Helped track down one or more Stars bugs

Messages: 517
Registered: February 2011
Location: Delaware
I have it bookmarked:
http://starsautohost.org/sahforum/index.php?t=msg&th=238 7&start=0&rid=1480&S=dc86f127326d1911af1983aacdf b2430

This also effect Stone Age games where you have battles with large numbers of Beta Torpedos. The battle board sometimes shows a lot more damage then it should because of the 1/512ths rounding.
Quote:


0.2% Minimum Damage:
Stars records damage to armour in a fleet/stack as in 1/512ths (0.2%). Any shots in combat (that do armour damage) will be rounded up to the next 1/512th of the total armour in the stack. Normally this isn't an issue, but can be abused. By Building 100+ DDs or nubs with alpha/beta torps, and splitting them into individual fleets just before combat, you will fire a very large amount of slavos (100 fleets of nubs with 9 slots each with beta torps = 900 salvos). Normally these would only do a little bit of damage, but because they are all individual salvos they will each do 0.2% damage, and with 900 slavos that is 180% damage. Which would kill one enemy token/stack outright and damage another by 80%, and this is per round of shooting. The number of missiles per slot won't increase the damage, but having 2 or 3 in the slot will give you a second or third chance to make that salvo hit (missed missiles don't damage armour). Note that shields aren't calculated this way. And the 0.2% rule doesn't override the one missile = one kill rule, so when the stack is at 99% damage you will still need one missile per ship to do the killing blow. The best counter tactics for this are first to split up your fleet into several smaller tokens (thus it will only kill part of your fleet), and to have gatling armed beam ships (as they do damage to each token in range).

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