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Post by myshaq on Aug 25, 2018 14:15:52 GMT -5
First of all, congratulations to developers for fantastic game! I've found it by accident, wasn't sure about it, but bought it anyway. That was very good decision, I'm loving every hour spent playing!
Anyway, I've got few questions about game mechanics, I've checked wiki, but couldn't find answers, so I'll ask them here:
1) there are plenty of abilities, ship and crew, which give some bonus % to some parameters (ship evasion, crew accuracy etc). what does that bonus do? Is it increasing number of dice, number of successes or something else?
2) let's say I have activated two abilites, each giving me +25% accuracy. Does it mean that I now have +50% accuracy?
3) how is order of firing ships weapons calculated?
4) when do crippling effects take place, just after that hit or next turn?
5) there are some crippling effects which damage crew hp/morale per turn. How do they work? Do they damage everyone or just some random number of crew?
6) how is ship armor calculated? Is it just base armor multipied by sum of armor bonus % for all ship components? Is this the same for shields?
7) how does void/radiation resist work? Is it damage reduction per shot, per turn or some other way?
8) how exacly pirate talent 'Burner Skid' work? It says this talent adds +80 radiation damage, is this bonus per shot or it does bonus damage if any of your shots hit?
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Post by drspendlove on Aug 25, 2018 14:22:04 GMT -5
1) You'll have to be a little more specific here. 2) Yes 3) Unsure, but it doesn't seem to impact anything. 4) Immediately (weapon procs) 5) Random crew, I believe 6) There's a wiki page on this. startraders.gamepedia.com/Ship_Shield and a similar one for Armor. 7) It follows the same formula as the Ship Shielding. 8) Bonus per shot afaik.
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Post by myshaq on Aug 25, 2018 14:55:43 GMT -5
1) let's say 'Evasive Maneuvers', pilot talent, it gives +25% defense. What does it mean in terms of dice pools?
3) If crippling effects take effect just after the hit, then one 'Distortion Field' from your railgun firing first can make a HUGE difference in ship combat
5) so every crew member has some chance to not been damaged? How's that chance calculated?
6) I've checked wiki, it doesn't say. Let's take stock Dart Liner. It has base 10 armor. It also hase few components which give bonus% armor: engine(10%), two officer quarters (5% each), two armored bulkheads(10% each). So total armor should be 10 * 140% = 14, but on ship screen it says 18. It means there is some other method for calculating total armor. Same with shield
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Post by resistor on Aug 25, 2018 15:50:53 GMT -5
Welcome to the forum! 1) let's say 'Evasive Maneuvers', pilot talent, it gives +25% defense. What does it mean in terms of dice pools? 3) If crippling effects take effect just after the hit, then one 'Distortion Field' from your railgun firing first can make a HUGE difference in ship combat 5) so every crew member has some chance to not been damaged? How's that chance calculated? 6) I've checked wiki, it doesn't say. Let's take stock Dart Liner. It has base 10 armor. It also hase few components which give bonus% armor: engine(10%), two officer quarters (5% each), two armored bulkheads(10% each). So total armor should be 10 * 140% = 14, but on ship screen it says 18. It means there is some other method for calculating total armor. Same with shield 1) I believe it would give +25% more defense dice. 3) I do not know how the order of weapon attacks are calculated, but there is a small component type that gives bonus weapon initiative called the "Defense Pattern Matrix" or something similar.
6) The value of armor components isn't multiplied by the base armor value, but added to it. Higher armor values give diminishing returns in damage% reduction, with a hard cap of 60%.
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Post by John Robinson on Aug 25, 2018 16:22:12 GMT -5
myshaq Welcome to the Forum! +1K (Joined 2 hrs ago glad you're here) Your post is mostly about ship combat but... Note: During Crew Combat, Any attack you use that reduces enemy Initiative takes effect immediately. The more initiative you reduce the fewer points they have left to counter attack or buff in that round.
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Post by drspendlove on Aug 26, 2018 0:06:22 GMT -5
1) let's say 'Evasive Maneuvers', pilot talent, it gives +25% defense. What does it mean in terms of dice pools? 3) If crippling effects take effect just after the hit, then one 'Distortion Field' from your railgun firing first can make a HUGE difference in ship combat 5) so every crew member has some chance to not been damaged? How's that chance calculated? 6) I've checked wiki, it doesn't say. Let's take stock Dart Liner. It has base 10 armor. It also hase few components which give bonus% armor: engine(10%), two officer quarters (5% each), two armored bulkheads(10% each). So total armor should be 10 * 140% = 14, but on ship screen it says 18. It means there is some other method for calculating total armor. Same with shield 1) You would have 25% more dice to roll in your favor. 3) Ah, sorry. It takes effect at the end of the turn. I thought you were referring to whether things like Electrical Fires applied damage the turn they were applied or from then on. These crippling effects take place at the end of your turn but before the next one. So Distortion Field won't help you immediately but Electrical Fire will start burning even if their first action is to put the fire out. 5) 10 Crew damage is just one randomly selected crew member taking 10 damage. There's more to it I imagine such as if the damage is split between 2+ crew members but those mechanics have never been fully revealed. 6) There is an equation (listed in the wiki). However, the +%s listed in-game are actually wrong as they assume you have 0 armor to start with, which you never will... I put in a feature request to address this and I think they'll fix it soonish.
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Post by resistor on Aug 26, 2018 0:59:20 GMT -5
...3) Ah, sorry. It takes effect at the end of the turn. I thought you were referring to whether things like Electrical Fires applied damage the turn they were applied or from then on. These crippling effects take place at the end of your turn but before the next one. So Distortion Field won't help you immediately but Electrical Fire will start burning even if their first action is to put the fire out. Are you sure about that? I thought I remembered Cory Trese saying in the Discord server that crippling debuffs like distortion field affect the enemy immediately.
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Post by myshaq on Aug 26, 2018 8:26:57 GMT -5
Thanks everyone for answers so far.
1) so 25% more strong dice and 25% more standard dice? ok
3) so if order of weapons doesn't matter, what does initiative bonus from 'defense pattern matrix 2/3' do?
6) so every component with bonus % to armor/shield doesn't give bonus % but just adds flat armor/shield value which you can calculate from that formula? Wow, I would have never guessed. Specially that there are some abilities, for example 'Brace for impact', which give +20% armor and what actually they do is they add 20 (without percent!) to your armor percent value. I think it's really confusing.
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Post by drspendlove on Aug 26, 2018 11:43:35 GMT -5
Thanks everyone for answers so far.
1) so 25% more strong dice and 25% more standard dice? ok
3) so if order of weapons doesn't matter, what does initiative bonus from 'defense pattern matrix 2/3' do?
6) so every component with bonus % to armor/shield doesn't give bonus % but just adds flat armor/shield value which you can calculate from that formula? Wow, I would have never guessed. Specially that there are some abilities, for example 'Brace for impact', which give +20% armor and what actually they do is they add 20 (without percent!) to your armor percent value. I think it's really confusing.
1) Yes 3) It's an artifact from when it mattered in an earlier system of mechanics afaik. Unless I'm wrong about crippling effects like distortion fields. Then it matters. 6) Not quite. +20% from talents is exactly that. +20% from components is the plus base rating that would give 20% if you started from 0. Like I said, that's probably going to be fixed in a future patch.
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Post by Cory Trese on Aug 27, 2018 17:05:10 GMT -5
3) initiative matters because it determines which weapons hit first, which can have a big impact on if you are firing while crippled that turn or not.
just to be clear -- order of weapons DOES matter and it isn't a hold over from an "earlier system of mechanics" it is a current, and important, mechanic.
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Post by Brutus Aurelius on Aug 27, 2018 17:05:28 GMT -5
Weapons have their own initiative values that are hidden at the moment IIRC. Boosting ship Initiative means your guns are more likely to fire off before your opponent, so you have a chance of crippling them before they attack
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Post by Cory Trese on Aug 27, 2018 17:41:27 GMT -5
This will all make a lot more sense when Small Craft Combat is fully integrated.
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Post by drspendlove on Aug 28, 2018 6:49:26 GMT -5
How dare you contradict me with things like FACTS and TRUTH!? :troll:
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Post by myshaq on Aug 28, 2018 14:05:05 GMT -5
So crippling effects take place just after the hit?
And what about that armor/shield, is that true that each component with bonus % armor/shield just adds flat armor/shield value, calculated from formulas from wiki?
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Post by Cory Trese on Aug 28, 2018 14:16:05 GMT -5
So crippling effects take place just after the hit? And what about that armor/shield, is that true that each component with bonus % armor/shield just adds flat armor/shield value, calculated from formulas from wiki?
I think so, yes. Not sure I fully understand the question, but Armor and Shield components contribute to an overall armor value. Components with Armor points are slightly harder to destroy themselves. Ships with Shield points are going to generate slightly less crew damage from internal damage hits against them. Hope that helps.
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