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Re: Missile hit rate vs additional target tokens Tue, 14 March 2006 04:56 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Mon, 13 March 2006 20:36

LEit wrote on Mon, 13 March 2006 19:56

Where the 10 FFs in one stack? It sounds like it. And if so, it means that my theory is probably wrong too, although I suppose it is possible to get 9 misses in a row with Jihads. Could you repeat the test with 100 FFs (in one stack) and 100 chaff (in 100 stacks)?

Actually i cant reproduce the Staz outcome with my JRC4 unless these frigates are split out. Shocked

Basically: 10 uncomputered Jihads against 1000 frigates in stack seem to love to kill none, 3, 7 or 10. I get only these discrete kills, nothing else. Seems that:
if none hit they kill none,
if 1 hits they kill 3,
If 2 hit they kill 7,
if 3 or more hit they kill 10.

Also ... the stack seems to get damage (when less than 10 is killed)! Confused So missing jihads still seem to aid the hitting ones to kill stack. Nod


So, if I read you correctly, your FFs are unstacked and firing against a 1000-chaff stack, right? And you're getting "extra" kills when one single missile misses but not when one hits? Shocked

That would mean there's some statistics of big numbers at work which my simple 2-chaff-stacking tests didn't show. Sherlock

It would also mean that the "one-missile-one-kill" rule has a devilish twin "one-miss-several-kills" rule that nobody has ever accounted for. Evil or Very Mad



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Missile hit rate vs additional target tokens Tue, 14 March 2006 08:04 Go to previous messageGo to next message
Kotk

 
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m.a@stars wrote on Tue, 14 March 2006 11:56

So, if I read you correctly, your FFs are unstacked and firing against a 1000-chaff stack, right?
Actually i used stacked 10 heavily shielded and deflected nubians. Each had one jihad.

I fired at stack of 1000 frigate chaffs. Result:
0,3,7 or 10 chaffs destroyed and stack gets damage on case of losses of 3 and 7. When stack got more and more damaged during battle then also 4 and 8 started to die.

I fired also at 100 split out frigate chaffs. Result:
0,1,2,3 or 4 destroyed. On rare cases also 5-th destroyed. Other chaffs did not get damage.

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Re: Missile hit rate vs additional target tokens Tue, 14 March 2006 10:22 Go to previous messageGo to next message
rowenstin is currently offline rowenstin

 
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Kotk wrote on Tue, 14 March 2006 08:04

I fired at stack of 1000 frigate chaffs. Result:
0,3,7 or 10 chaffs destroyed and stack gets damage on case of losses of 3 and 7. When stack got more and more damaged during battle then also 4 and 8 started to die.

I fired also at 100 split out frigate chaffs. Result:
0,1,2,3 or 4 destroyed. On rare cases also 5-th destroyed. Other chaffs did not get damage.




Apparently, the unstacked chaff behaves as expected, but sounds like the program rounds up chaff very badly damaged up to 100% damaged (and thus destroyed). Why the numbers 3,7,4 and 8, I canīt figure.

[Mod edit: fixed quote]


[Updated on: Wed, 21 June 2006 05:18] by Moderator


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Re: Missile hit rate vs additional target tokens Tue, 14 March 2006 10:35 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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Kotk wrote on Tue, 14 March 2006 05:04


I fired at stack of 1000 frigate chaffs. Result:
0,3,7 or 10 chaffs destroyed and stack gets damage on case of losses of 3 and 7. When stack got more and more damaged during battle then also 4 and 8 started to die.

I fired also at 100 split out frigate chaffs. Result:
0,1,2,3 or 4 destroyed. On rare cases also 5-th destroyed. Other chaffs did not get damage.


This sounds like what I would expect. You fire ten Jihads. The Jihads can destroy at most ten targets, but they are very inaccurate so they tend to hit considerably less than ten. When they hit any target they do more damage than it takes to kill the target and the excess blows through to the stack causing some damage to all non-hit ships in the stack. The only anomalies in this are that there is no blow through when all ten Jihads hit, and that the hit stats change depending on whether or not the targets are in one stack.

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Re: Missile hit rate vs additional target tokens Tue, 14 March 2006 11:03 Go to previous messageGo to next message
LEit is currently offline LEit

 
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It seems like the 1 missile 1 kill rule was tacked on after the main damage routine was written. And it is applied after damage is calculated, and is just:
if (# killed > # missiles)
  # killed = # missiles
  extra damage = 0


So when 1 out of 10 jihads hit, it will do 170 damage (double damage for unshielded), killing 3 FFs and doing 35 extra damage to the stack, 2 of 10 will do 340, killing 7, and doing 25 extra damage. If 3 or more hit, the check for 1 missile 1 kill will kick in and there will be 10 kills and no extra damage.

This is why when you shoot at chaff, you will almost always get # killed == # missiles.

Now, the next question is what happens when you shoot 20 missiles at a stack of 10 chaff, is it always 10 missiles left for the next stack, or could it be fewer if some miss the first stack. My impression is that it will always be 10 left for the next stack.

The other question I've had is, if a slot of missiles on one ship will spread to different stacks, given that the 10 jihads did spread to different stacks, I would guess that one slot on one ship would also spread. Test for this is easy, take a BB with high computing power, and fire at 20 split chaff, If it kills 3 (or 5 for a 20 missile BB) chaff, then they don't split, more then that and they do splits slots.

In any case, it appears that chaff is more effective when split, although the difference is going to be minor after BSCs are out, but against jihad cruisers with 4 computers (accuracy is about 67%), not splitting chaff means you need 50% more (150 chaff to stop 150 missiles when stacked vs 100 chaff needed to stop 150 missiles when split).

If people start doing this, then we'll have battle board overload happening.



- LEit

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Re: Missile hit rate vs additional target tokens Tue, 14 March 2006 12:30 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Kotk wrote on Mon, 13 March 2006 19:36

Basically: 10 uncomputered Jihads against 1000 frigates in stack seem to love to kill none, 3, 7 or 10. I get only these discrete kills, nothing else. Seems that:
if none hit they kill none,
if 1 hits they kill 3,
If 2 hit they kill 7,
if 3 or more hit they kill 10.

Also ... the stack seems to get damage (when less than 10 is killed)! Confused So missing jihads still seem to aid the hitting ones to kill stack. Nod


Isn't that exactly what you would expect ?

Each Jihad that hits does 162 damage against unshielded FF.

If 3(or more) hit then damage is capped to exactly 450 (i.e. exactly 10 FF) due to the 1 missile 1 kill rule).

If only 1 missile hits then you get 3 kills with 27 damage left over, and if 2 missiles hit you get 7 kills with 9 damage left over.


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Re: Missile hit rate vs additional target tokens Tue, 14 March 2006 15:49 Go to previous messageGo to next message
Kotk

 
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mazda wrote on Tue, 14 March 2006 19:30


Isn't that exactly what you would expect ?

Can be programmed in tons of different ways. Logical is to expect that the missiles that have already missed cant kill chaffs.

Another test show that check is made only after each stack is destroyed:

100 Jihads stack with 7 Nexi (20 5 jihad BBs)
fire at stack of
50 chaff with 45 armor. (2250)
+ 50 chaff with 295 armor. (14750)
17000 dp fleet of 100 ships? Wink

Result:
50 chaffs with 45 armor die.
28 die of 50 chaff stack.

Check is made after each stack killed, possibly unfired missiles are substracted from further fire and if still no enough then damage and kills are reduced.

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Re: Missile hit rate vs additional target tokens Tue, 14 March 2006 16:11 Go to previous messageGo to next message
Kotk

 
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LEit wrote on Tue, 14 March 2006 18:03

It seems like the 1 missile 1 kill rule was tacked on after the main damage routine was written. And it is applied after damage is calculated, and is just:
if (# killed > # missiles)
  # killed = # missiles
  extra damage = 0


Another test show that similar check is made only after each stack is destroyed:

100 Jihads stack with 7 Nexi (20 5 jihad BBs)
fire at stack of
50 chaff with 45 armor. (2250)
+ 50 chaff with 295 armor. (14750)
17000 dp fleet of 100 ships? Wink

Result:
all 50 chaffs with 45 armor die.
28 die of 295 armor stack.

So ... that check is made after stack is killed or missiles run out.
If # killed > # fired  
  # unfired -= # killed - # fired. 

If # unfired <= 0 
  # killed = # missiles 
  extra  damage = 0 
Else 
  go and fire at next stack with unfired missiles
Wink

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Re: Missile hit rate vs additional target tokens Wed, 15 March 2006 05:48 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Kotk wrote on Tue, 14 March 2006 20:49

Another test show that check is made only after each stack is destroyed:

100 Jihads stack with 7 Nexi (20 5 jihad BBs)
fire at stack of
50 chaff with 45 armor. (2250)
+ 50 chaff with 295 armor. (14750)
17000 dp fleet of 100 ships? Wink

Result:
50 chaffs with 45 armor die.
28 die of 50 chaff stack.



How does any method quoted here explain those figures ?
To kill the 28x295 (=8260) armor FFs you need at least 51 missile hits (=8262).
Which means less than 50 missiles take out the first stack of 50.

So how do 28 get killed ?

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Re: Missile hit rate vs additional target tokens Wed, 15 March 2006 11:12 Go to previous messageGo to next message
Kotk

 
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mazda wrote on Wed, 15 March 2006 12:48


To kill the 28x295 (=8260) armor FFs you need at least 51 missile hits (=8262).

Why 51 Jihads = 8262 dp? Seems you assume that Jihad is 81 dp missile? It is not, Jihad is 85 dp missile. Nod

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Re: Missile hit rate vs additional target tokens Thu, 16 March 2006 04:18 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Kotk wrote on Wed, 15 March 2006 16:12

Why 51 Jihads = 8262 dp? Seems you assume that Jihad is 81 dp missile? It is not, Jihad is 85 dp missile. Nod


Nod indeed.
Don't ask !
Embarassed
Why you not point it out the first time I posted 162 !

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Re: Missile hit rate vs additional target tokens Thu, 16 March 2006 04:45 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Anyway here is an algorithm for Staz.

For each stack of missiles.
For each missile in the stack.
__Fire the missile and calc the damage.
__If total_damage could kill an entire enemy stack then
____if ships_in_enemy_stack > missiles fired at stack then
______do nothing
____end if
____if ships_in_enemy_stack = missiles fired at stack then
______kill ships and set total_damage back to 0
______(but with no excess damage to next stack ?)
______set missiles fired at stack to 0
____end if
____if ships_in_enemy_stack < missiles fired at stack then
______simply kill enemy stack
______total_damage = total_damage - stack (carry forward excess damage)
____end if
__end if
next missile (in stack)
at end of stack apply damage (might have to apply 1 missile 1 kill limit)
next stack of weapons

Comments ?
Errors ??
Omissions ???


[Updated on: Thu, 16 March 2006 05:41]

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Re: Missile hit rate vs additional target tokens Thu, 16 March 2006 19:53 Go to previous messageGo to next message
LEit is currently offline LEit

 
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I just had a base with 7 Battle computers, and 48 juggernaut missiles shoot at chaff in single stacks. It killed 48. Jugg accuracy with 7 comps is a bit over 83%, and odds of 48 hits in a row is .000148, which could happen with a huge amount of luck.

Unless it was luck, some how it carries over damage from one stack to the next. Also, splitting chaff does not seem to be an advantage.



- LEit

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Re: Missile hit rate vs additional target tokens Fri, 17 March 2006 02:18 Go to previous messageGo to next message
Kotk

 
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Hmm ... strange. I did more tests with computerless 20% jihads firing at split out chaff. Usually they destroy 1 ... but this time there was multiple times when they destroyed 6. Certainly something is wrong with probability.

Maybe missiles get some accuracy bonus if target stack armor is smaller than firepower?

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Re: Missile hit rate vs additional target tokens Fri, 17 March 2006 04:13 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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LEit wrote on Fri, 17 March 2006 01:53

I just had a base with 7 Battle computers, and 48 juggernaut missiles shoot at chaff in single stacks. It killed 48. Jugg accuracy with 7 comps is a bit over 83%, and odds of 48 hits in a row is .000148, which could happen with a huge amount of luck.

Unless it was luck, some how it carries over damage from one stack to the next. Also, splitting chaff does not seem to be an advantage.


Hhhmmm. If memory serves, unjammed chaff always gets a 100% (or very very close to 100%) dying ratio. Sherlock It could be my bad memory, but I cannot remember a single case of at least one unjammed chaff surviving. Razz

This was indeed one of the things that made me type "accuracy" when I meant "deflection". Evil or Very Mad Indeed, it looks like the "odds" with less-than-perfectly-accurate missiles aren't exactly as advertised when the target has zero jamming. Shocked



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Missile hit rate vs additional target tokens Fri, 17 March 2006 06:16 Go to previous messageGo to next message
mazda is currently offline mazda

 
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LEit wrote on Fri, 17 March 2006 00:53

I just had a base with 7 Battle computers, and 48 juggernaut missiles shoot at chaff in single stacks. It killed 48. Jugg accuracy with 7 comps is a bit over 83%, and odds of 48 hits in a row is .000148, which could happen with a huge amount of luck.

Unless it was luck, some how it carries over damage from one stack to the next. Also, splitting chaff does not seem to be an advantage.


What if, say, the first missile misses and the second missile hits ?
Could the second missile kill the first and second chaffs ?

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Re: Missile hit rate vs additional target tokens Sun, 19 March 2006 14:27 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
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What it seems to me is going on, is that Stars calculates the damage and how many ships would be killed, and then caps it at the number of missles fired.

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Re: Missile hit rate vs additional target tokens Sun, 19 March 2006 15:22 Go to previous messageGo to next message
Kotk

 
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crr65536 wrote on Sun, 19 March 2006 21:27

What it seems to me is going on, is that Stars calculates the damage and how many ships would be killed, and then caps it at the number of missles fired.


That certainly is not case when chaff is split out. Shame

It is possible to kill only one chaff with stack of 10 20% accurate Jihads that fire at 100 split out frigate chaffs. If only one jihad did hit then why it didnot kill 3? Rolling Eyes

Accuracy seems to be better than expected. Jihads accuracy seems to be somewhere in 37%-41% against frigate chaff (instead of 20%).

I tried with scout chaff too... about same accuracy as against frigates. Usually 10 jihads kill 4, not 2. It happens they kill 0, 1, 2, 3 and 4 scouts.

So something strange goes on and nothing too easy to explain. Confused Doing statistics is not too fun there because cant split out lot of ships. Also split out stuff tends to make battles slow to watch.

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Re: Missile hit rate vs additional target tokens Sun, 19 March 2006 16:50 Go to previous messageGo to next message
Sr.Seven is currently offline Sr.Seven

 
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Kotk wrote on Sun, 19 March 2006 15:22



So something strange goes on and nothing too easy to explain. Doing statistics is not too fun there because cant split out lot of ships. Also split out stuff tends to make battles slow to watch.



Just a thought, but maybe you are approaching this the wrong way. You are trying to deal with streaming damage using chaff (which was not originally envisioned as the usual target for Missiles), and extremely small numbers of them so that statistical oddities and rounding are becoming a problem.

This does not make findings unimportant, just that they may not mean what you think.

I am not a programmer (Well, I took a couple of years of FORTRAN. My idea of good code is a goto every 3 lines. Anyone need help writing spaghetti code?) but I do have a couple of thoughts:

1- The hit probabilities might not be stored in 16 or even 8 bits. Maybe someone who has disassembled the code can tell us. . . 3 bits ? 4? Are any important values stored in less than 8 bits? I know that turn files are bit-packed. Is the EXE?
-->If so, has anyone considered 3 bit probabilities and rounding?

2- Why not start off with stacks of a couple thousand BBs streaming into multiple stacks of 50 BBs?
--> Large stacks with large DP should cut into any statistical oddities.

3- When you have a solution that works right for big stacks of heavies I bet you can adjust it for chaff.


Just my 0.02 USD

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Re: Missile hit rate vs additional target tokens Sun, 19 March 2006 18:52 Go to previous messageGo to next message
Kotk

 
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Sr.Seven wrote on Sun, 19 March 2006 23:50

Just a thought, but maybe you are approaching this the wrong way.
Just a thought, but maybe you understand wrongly what i am testing. Wink
Large stacks hitting large stacks ... read the header of thread maybe? Deal We discuss how missiles hit lots of tokens, not how they hit large stacks. Rolling Eyes
Quote:

You are trying to deal with streaming damage using chaff (which was not originally envisioned as the usual target for Missiles), and extremely small numbers of them so that statistical oddities and rounding are becoming a problem.
I dont care what was envisioned originally, i am interested what the whole math is with split out tokens. Among other things i like to know what happens to chaff. Chaff is one of the most usual things that missiles actually hit, right???

My "extreme tiny" (your words) tests with chaff show that I have shot 10 missiles (with book accuracy 20%) ... 128 times (1280) and these managed to kill 475 chaffs. If it was 200 or 300 then it is fair to call it "statistic oddity". 475 is quite impossible with whatever statistic oddities. Wink

As for bitpacking ... it is done to save game file sizes. Since accuracy is not stored in some turn files i see no reason to bitpack it. Abundant bitpacking makes exe actually longer not shorter. Jeffs seem to use 16 bit and 32 bit integers or floats in math, they dont look like doing math with bitpacked things.



[Updated on: Sun, 19 March 2006 19:39]

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Re: Missile hit rate vs additional target tokens Sun, 19 March 2006 23:37 Go to previous messageGo to next message
Sr.Seven is currently offline Sr.Seven

 
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Kotk wrote on Sun, 19 March 2006 18:52


My "extreme tiny" (your words) tests with chaff show that I have shot 10 missiles (with book accuracy 20%) ... 128 times (1280) and these managed to kill 475 chaffs. If it was 200 or 300 then it is fair to call it "statistic oddity". 475 is quite impossible with whatever statistic oddities.

As for bitpacking ... it is done to save game file sizes. Since accuracy is not stored in some turn files i see no reason to bitpack it. Abundant bitpacking makes exe actually longer not shorter. Jeffs seem to use 16 bit and 32 bit integers or floats in math, they dont look like doing math with bitpacked things.



Well, I guess you'd know all about this, but last I'd heard a table full of values (say for accuracy) is smaller when it is bitpacked. Nod

And I recon it would be possible to read such values into 16 bit floats when the exe actually needs to use them. Nod

And as for your tests, I guess testing 1280 shots begins to be statistically significant, but that said, have you actually looked at your numbers? Confused3

- 475 / 1280 is 0.371
- 0.371 is damn close to 0.375, well within error and rounding margin.
- 0.375 is 3/8
- and 3/8 can be bitpacked into 3 bits Nod


The questions here are:
- Do other accuracies reduce to 3 bit probabilities?
- How about computers and jammers?
- And why was a value of 3 used instead of 2 for Jihads? Typo?

None of this helps spread damage amongst tokens.



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Re: Missile hit rate vs additional target tokens Mon, 20 March 2006 03:25 Go to previous messageGo to next message
Kotk

 
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Sr.Seven wrote on Mon, 20 March 2006 06:37

The questions here are:
- Do other accuracies reduce to 3 bit probabilities?
- How about computers and jammers?
- And why was a value of 3 used instead of 2 for Jihads? Typo?


Bah?
It sounds awful BS. Surprised We know that they used whole byte for missile accuracy values in technology browser. However now you say that these are for looks. For real ones they use another bitpacked mystery table with 3 bits per accuracy. So ... 12 bits per accuracy. Rolling Eyes

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Re: Missile hit rate vs additional target tokens Mon, 20 March 2006 05:46 Go to previous messageGo to next message
mazda is currently offline mazda

 
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LEit wrote on Fri, 17 March 2006 00:53

Unless it was luck, some how it carries over damage from one stack to the next. Also, splitting chaff does not seem to be an advantage.

To set your mind at rest (and as Kotk also points out) splitting chaff is an advantage.

I used 3 Jihads with 2 BCs (darn close to 50% accuracy).

First I fired at large stacks of chaff.
You get 0 kills or 3 kills (as expected).
You get 0 kills 1/8 of the time (also as expected).
So no problems there.

Kotk wrote on Sun, 19 March 2006 20:22

[Accuracy seems to be better than expected. Jihads accuracy seems to be somewhere in 37%-41% against frigate chaff (instead of 20%).

So something strange goes on and nothing too easy to explain. Confused Doing statistics is not too fun there because cant split out lot of ships. Also split out stuff tends to make battles slow to watch.


I also fired the 3 jihads at split up chaff.
First thing that is obvious is that you get less kills when firing at split chaff (but more than what pure odds dictates).
I got 127 kills in 216 missiles (72 rounds).
It was the distibution that baffled (and still does) me.

0 hits - 10, 1 hit - 19, 2 hits - 21, 3 hits 22. (10/19/21/22)

Now if each missile hit was an entirely random event of probability 0.5 and only killed 1 chaff then you'd expect something like 9/27/27/9.

However, the suggestion that the base chances of a hit are increased are not borne out by this. The number of times I got 0 hits is more or less exactly what you would expect for firing 3 missiles with 48% or 49% accuracy.

If you increase the odds of a hit slightly (to 60% say) then you get a shape like 5/20/30/16, where the chances of 0 hits rapidly declines.

It's almost as if that _some_ missiles that hit kill 3 chaff instead of only 1 (or as LEit says, some damage is carried over - I'd say that _sometimes_ some damage is carried over).

I'm going to simplify the test further.
2 Jihads with 1 nexi.
There are only 4 outcomes.
both missiles miss (16%)
missile 1 hits, 2 misses (24%)
missile 2 hits, 1 misses (24%)
both hit (36%)
Hopefully the outcome ratios 0/1/2 will match some sum of those probabilities.

If not then we have a situation where 2 apparently exactly similar events give different results, and I don't like the sound of that.

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Re: Missile hit rate vs additional target tokens Tue, 08 August 2006 09:10 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
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The large FF token example just shows that the "1 missile, 1 kill" maximum rule, refers to all firing missiles, not to all missiles that hit.

The token has 45000 dp.

When 1 jihad hits, the damage is 170. Full ship kills are Floor(170/45) = 3. 35 dp are left to apply to the rest of the token.

When 2 jihads hit, the damage is 340. Full ship kills are Floor(340/45) = 7. 25 dp are left to apply to the rest of the token.

When 3 jihads hit, the damage is 510. Full ship kills are Min ( missiles fire, Floor(510/45) = Min(10, 11) = 10.

The same will be true for any higher number of hits.

There is no damage from missiles that miss. But the one missile one kill rule does not apply to hits only, but to shots. You might say this "feature" is a sign that the code applies the "min(number fired, x)" at the wrong step in the procedure.

Note this means more accurate torpedos don't eat through large stacks of chaff any faster than less accurate capital ship missiles.

Note that accuracy is still real, it determines the number of hits and therefore the base damage, ensures that it happens in integer increments, allows zero hits and thus zero damage etc. It is only the "one missile, one kill" rule that is wacky here. It is one missile = one kill, *not* one ***hit*** = one kill.

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Re: Missile hit rate vs additional target tokens Wed, 09 August 2006 08:45 Go to previous messageGo to previous message
mazda is currently offline mazda

 
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I think we get the case where you are firing at a large stack of small ships. The capping of one missile to one kill is applied (so it seems) after you have finished firing each stack of missiles and is capped to the number of missiles in the stack, not the number that hit.

There is still an anomaly with the case where you are firing at lots of very small stacks. It is not clear whether the capping applies at the end of each stack killed, or at the end of firing the missiles, or some other sequence of events that we can't work out.

e.g. I have some preliminary results for the case where a base with 2 jihads and 2 SBCs is firing at large numbers of split up FF (i.e. single FFs)

So if 2 jihads fire for 16 rounds then how many FF do you think get killed on average ?
Easy enough question it seems to me.
Who'd like to put their money where their mouth is ?

M

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