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Thread Statistics | Show CCP posts - 1 post(s) |
Josh Knight
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Posted - 2005.10.02 23:33:00 -
[1]
Ok I am going to make up fictional numbers for easy math and hopefully someone can explain how the system work.
I am not sure how damage is calculated when hitting a target and how base damage relates to the damage listed in ammo.
So so fictional number Ammo FOO Thermal 10 Kinetic 10 Base Shield damage 10 Base Armor damage 10
Lets say we are using guns with a 2.0 damage multiplier
And lets say our target's ship has shield resistances of Thermal 50% Kinetic 80%
Fist question is how does the base damage relate to the damage by type ... how does the resistance effect the final damage?
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Dark Shikari
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Posted - 2005.10.02 23:41:00 -
[2]
50% resist = half damage 25% resist = 25% less damage
etc -- Proud member of the [23].
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Stephen HB
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Posted - 2005.10.02 23:43:00 -
[3]
Your damage output is (ammo dmg)*multiplier or in this case 20T +20K.
Damage resistance subtracts that percent damage of the specified type upon a hit. Thus upon striking this hypothetical shield you will inflict (20*0.5)T + (20*0.2)K or 10+4=14 damage.
The 'base' shield and armour damage of an ammo is based upon a 1x damage modifier and an 'average' set of resistances. Someone else can probably tell you specific resistances.
--------------------------------------------------------------------- "Who is the more foolish, the fool or the fool who follows him?" Obi-Wan Kenobi |
Josh Knight
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Posted - 2005.10.02 23:55:00 -
[4]
So if you can theoritcally harden your shields to 100% resistance you dont have to fear that damage or is there so cap / variable in the forumla?
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Dark Shikari
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Posted - 2005.10.03 00:19:00 -
[5]
Originally by: Josh Knight So if you can theoritcally harden your shields to 100% resistance you dont have to fear that damage or is there so cap / variable in the forumla?
Hardeners do % of the remaining resist out of 100%, so you cannot. -- Proud member of the [23].
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Darknah Ackei
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Posted - 2005.10.04 20:36:00 -
[6]
So that if your shield had 50% resist to start and you added two 25% hardeners... it would not be...
50 + 25 + 25 = 100. It would be more like
(50 * 1.25) * 1.25 = 78.125% ( I think )
Move along... Move along... nothing to see here. |
Hoshi
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Posted - 2005.10.04 21:17:00 -
[7]
Originally by: Darknah Ackei So that if your shield had 50% resist to start and you added two 25% hardeners... it would not be...
50 + 25 + 25 = 100. It would be more like
(50 * 1.25) * 1.25 = 78.125% ( I think )
Without stacking penalty it would be correct. But with stacking penalty you only get 69.179% Forumula is 1-(0.75*0.75)^((1/2)^0.25) = 0.384 or 38.4% total increase so 50 * 1.384 = 69.2% (did some rounding).
In the above formula 0.75 equal the distance left to 100% from 25% that the hardener had and the 2 in 1/2 is the total number of hardeners, so you can modify it for other or more hardeners.
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