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Home » Stars! 2.6/7 » The Academy » Beam Weapon Range Degradation on a Base
Beam Weapon Range Degradation on a Base Wed, 29 April 2009 21:07 Go to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

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Location: Sydney, Australia
Beam Weapons degrade by 10% pro rata over the range of the weapon. eg. a MegaD delivers (rounded):
At Range 0: 169dp
At Range 1: 163dp
At Range 2: 158dp
At Range 3: 152dp

But what does it deliver at range 4 when mounted on a base?
Same as Range 3?, degradation is pro rata over a range of 4? or is there further degradation beyond range 3?

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Re: Beam Weapon Range Degradation on a Base Wed, 29 April 2009 22:12 Go to previous messageGo to next message
Eagle of Fire

 
Lt. Commander

Messages: 809
Registered: December 2008
Location: GMT -5
Following the logic of the motion, I'd say that if the max dissipation rate is 10% over up to range 4 from a minimum range of 0, this give 4 different ranges excluding range 0, which is 100%. 10% divided by 4 equal 2.5%. Thus, I would propose:

At Range 0: 169dp
At Range 1: 164.775dp (should round up as 165)
At Range 2: 160.550dp (should round up as 161)
At Range 3: 156.325dp (should round down to 156)
At Range 4: 152.100dp (should round down to 152)

While I have no hard data or any experience to back this claim, this is what I'd expect nonetheless would I want to answer this question myself.

So far, with the help of the STARS! Wiki explanations, I've always been able to calculate the real odds or real data out of about anything. I simply need time to really understand the logic, and once it's done it always works.



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Re: Beam Weapon Range Degradation on a Base Thu, 30 April 2009 07:33 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
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Location: Berlin
My file of accumulated Stars-data over time says...

A Collodial Phaser, shown by the tech browser as able to deliver 26 damage:

   dm       % of 26
21.9-22.1    84.6%    range 4 (station)
23.2-23.4    89.6%    range 3
24.5-24.7    94.6%    range 2

Numbers taken from tests with several lasers per stack over several battle rounds. Probably the shown numbers for a low number of lasers get rounded but internally Stars calculates with the exact values (as so often).

All data rather old and without guarantee.

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Re: Beam Weapon Range Degradation on a Base Thu, 30 April 2009 11:55 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
So wait...

95% at range 2?

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Re: Beam Weapon Range Degradation on a Base Thu, 30 April 2009 19:51 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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Location: Sydney, Australia
I've just run a simple test whereby I stuck 100 MegaDs on a Deathstar, sent in 6 Nubs with BS=1, 33 CPS shields, 1 laser & gave them Max. Damage.

The result was that each MegaD did the following damage:
At Range 0: 169.00dp (100.00%)
At Range 1: 163.90dp (96.982%)
At Range 2: 158.84dp (93.988%)
At Range 3: 152.09dp (89.994%)
At Range 4: 147.00dp (86.982%)

Seems that some rounding is going on somewhere.

Actually, I take that back. It's clearly not just rounding.



[Updated on: Thu, 30 April 2009 20:58]

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Re: Beam Weapon Range Degradation on a Base Thu, 30 April 2009 21:03 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

AlexTheGreat wrote on Fri, 01 May 2009 11:51

Actually, I take that back. It's clearly not just rounding.

rounded to the nearest 512th perhaps?

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Re: Beam Weapon Range Degradation on a Base Thu, 30 April 2009 23:37 Go to previous messageGo to next message
Eagle of Fire

 
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Alex test tend to indicate that SB +1 range act like normal range plus a lower output at range 4... But how do he manage to find out decimals when the weapons fire?


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Re: Beam Weapon Range Degradation on a Base Fri, 01 May 2009 01:26 Go to previous messageGo to next message
Xardre is currently offline Xardre

 
Master Chief Petty Officer

Messages: 100
Registered: June 2005
It likely not decimals when the weapons fire but the averaging that gives those numbers assuming he used only 1 beam weapon in that slot, or if he used multiple then it adds another chance for a decimal via the division factor.

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Re: Beam Weapon Range Degradation on a Base Fri, 01 May 2009 04:32 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

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Registered: May 2008
AlexTheGreat wrote on Fri, 01 May 2009 09:51

I've just run a simple test whereby I stuck 100 MegaDs on a Deathstar, sent in 6 Nubs with BS=1, 33 CPS shields, 1 laser & gave them Max. Damage.

The result was that each MegaD did the following damage:
At Range 0: 169.00dp (100.00%)
At Range 1: 163.90dp (96.982%)
At Range 2: 158.84dp (93.988%)
At Range 3: 152.09dp (89.994%)
At Range 4: 147.00dp (86.982%)

Seems that some rounding is going on somewhere.

Actually, I take that back. It's clearly not just rounding.




Yeah. That's 3%, 3%, 4%, 3%.

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Re: Beam Weapon Range Degradation on a Base Fri, 01 May 2009 07:09 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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Eagle of Fire wrote on Thu, 30 April 2009 23:37

Alex test tend to indicate that SB +1 range act like normal range plus a lower output at range 4... But how do he manage to find out decimals when the weapons fire?


AlexTheGreat wrote on Thu, 30 April 2009 19:51

I stuck 100 MegaDs on a Deathstar


So the base fired 100 MegaDs per turn. Damage done was:
Range 0: 16,900dp
Range 1: 16,390dp
Range 2: 15,884dp
Range 3: 15,209dp
Range 4: 14,700dp




[Updated on: Fri, 01 May 2009 07:14]

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Re: Beam Weapon Range Degradation on a Base Fri, 01 May 2009 11:01 Go to previous message
PaulCr

 
Chief Warrant Officer 3
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Messages: 187
Registered: February 2007
Location: An Island that kinda look...
The rounding will be on a slot by slot basis, ie your 100 weapons are in 3 slots of 32 and 1 slot of 4, at range 3 (10%) you get
169*32*0.9=4867.2
169*32*0.9=4867.2
169*32*0.9=4867.2
169*4*0.9=608.4

Each slot gets rounded down so the total would be 4867+4867+4867+608=15209.

at range 4(13%) you get
169*32*0.87=4704.96
169*32*0.87=4704.96
169*32*0.87=4704.96
169*4*0.87=588.12

The total for all 100 would therefore be 4704+4704+4704+588=14700 which matches your result.

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