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Post by tenbsmith on Aug 27, 2015 15:01:27 GMT -5
Good catch elwoodps regarding Koles previous conclusion. My results are preliminary without enough sample size to draw conclusions, but if the pattern continues for a couple more invasions, they'd suggest ships with higher hull take less damage.
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Post by elwoodps on Aug 27, 2015 19:56:20 GMT -5
My results are preliminary without enough sample size to draw conclusions, but if the pattern continues for a couple more invasions, they'd suggest ships with higher hull take less damage. Cory Trese did say the following in the 2nd post of the Planetary Invasion Discussion Thread, which seems to support your supposition: How is damage done to a Military Transport during Planetary Invasion?A Military Transport makes an attack roll against the Xeno Colony. This is the same type of attack roll that the Military Transport ship would make if it was attacking another Ship. Transport ships will use their Sensors, Invasion, Pilot and Shielding during attacks instead of Guns, Torpedoes Pilot, and Stealth. If the Military Transport attack misses or is counter-attacked the ship may take damage. Military Transport ships will use their Durability, Shielding and Armor values to defend against damage from the Xeno Colony. My previous post was intended to be taken only in the context of Koles findings. You may well be the one who's right in the broader context
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Post by Cory Trese on Aug 27, 2015 21:19:50 GMT -5
Yes, Durability is a minor factor is Soak and a major factor in max hull. Raising Durability increases EHP faster than HP.
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Post by johndramey on Aug 27, 2015 22:15:44 GMT -5
While I don't claim to be an expert in ship design, during my last game I found the repair skill to be amazingly useful for my Invasion ships. I didn't care so much about boosting shielding or evasion, only putting a few points in each, and instead focused on durability and repair. Who cares about the amount of damage when you can repair 20 points of hull each turn?
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Post by hissrad on Aug 27, 2015 22:22:27 GMT -5
My strategy hadn't really changed, I just build them with high durability and the biggest gun I can and drown Xenos in men and ships
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Post by elwoodps on Aug 28, 2015 9:05:35 GMT -5
Yes, Durability is a minor factor is Soak and a major factor in max hull. Raising Durability increases EHP faster than HP. I remember "Soak" from your explanation of EHP in a previous thread ( Make the "Repair" Captain Skill percentage based), but don't really understand it. Please explain what "Soak" is, and if possible compare the how increasing Durability increases Soak, with increases in soak from more Armor, and increases in soak from higher Defense (I'm assuming that boosting Defense increases Soak).
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Post by Cory Trese on Aug 28, 2015 11:48:53 GMT -5
Defense does not increase Soak, defense reduces incoming damage by evading (reducing hits.)
Durability generates a "Hull Toughness Score" which is a fixed amount of Soak.
Armor provides a second layer of soak, reducing incoming damage.
So, Soak is a percentile reduction in coming damage that has already been allocated to the unit.
Defense is a percentile chance to avoid damage completely by evading the attack.
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Post by elwoodps on Aug 28, 2015 15:26:54 GMT -5
Defense does not increase Soak, defense reduces incoming damage by evading (reducing hits.) Durability generates a "Hull Toughness Score" which is a fixed amount of Soak. Armor provides a second layer of soak, reducing incoming damage. So, Soak is a percentile reduction in coming damage that has already been allocated to the unit. Defense is a percentile chance to avoid damage completely by evading the attack. Thanks! Now I have questions about Defense. Is there any difference between increasing defense (with upgrades) and putting more Ship Material points into Evasion? (Other than fact that Evasion is only a factor in ship-to-ship combat, while defense helps during planetary invasion too.) How many points added to evasion = 1 point added to defense?
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