If I build a ship with a defense of 4/0/0 it is functionally 4/2/2, right? So if I build say a 4/4/4 is it functionally an 8/8/8?
I'd like to see a fresh explanation from the serious math heads on this one. I *think* it now depends on whether you're playing a version that has per-weapon firing as opposed to the old-school all-at-once blast.
As a rule of thumb for ship design purposes, it seems reasonable to me to think of an "off" defense as providing its square root in help against other forms of attack. But I'm pretty sure the math isn't that simple.
You can get the entire formulaic rundown here: https://www.galciv.wikia.com/wiki/Ship_combat
However, in any version, your defense is never functionally higher than what number is stated, unless you are getting an in-battle modifier (Luck, Courage, or Fleet Modules)
The first sequence is "functionally" correct but you don't have 8 defense, you'll either have 4 full on defense or 2 points, it will depend on what weaponry is striking you. The second however is not. The second formula against a Beam weapon is STILL 4+2+2 (the full On-Type + sq root +sq root) but even then, it Rolls from 0-Max Value, so its *really* (0-4)+(0-2)+(0-2)
I think he was referring to a ship that had defense of four in all three areas. If the second is not true then its better to build a ship with x in one area and nothing in the other area unless you can achieve greater than x^(1/2) i n that area.......maybe the game takes whichever is higher? however if I have 4 worth of armor and only one of shield,,,,if the armor provides limited protection from lasars why would it cease to do so just becuse there is a light shield tht provides less overall protection........? on the other hand even though the armor provides slighlty more protection why would the shield have no effect..in this case the possible defense is reduced by a third if we ignore the shield so it is significant even though it is less.
(I'd like to note that its beyond me how the point defense as described in the game affects lasers at all......)
it depends on what weapon is fired, at least in DA and TA.
On-Type Defense is almost always better than having Off-Type, but having Off-Type isn't completely useless- as its sq. root value is added to the total defense of the On-Type.
Shields offer full defense to Beam Weapons, and Sq. Rt of defense to Mass Drivers and Missiles.
Armor to Mass Drivers
and Point Defense to Missiles
Its always "best" to build a ship that counters whatever weapon the AI is using against you. Very seldom (almost never) will the AI use multiple weapon types against you, making it easy for you to build ships with that specific counter. Now admittedly, the chance of multiple AIs using the same weapons is much lower. (So you may jhave to make ships with Shields against the Drengin, and ships with Armor against the Yor)
On more than one occasion, I've gifted weapon technology to AIs to encourage them down a certain path. Yes, they get better weapons than what they had, but they're weapons I already have the defenses for.
For the most part they do - but you have to give them weapons at least 2 or 3 steps ahead of what they already have. This works best as an early-game strategy - give someone Laser V when all they have is mass driver theory, and they will abondon mass drivers entirely.
woooh ! very nice strategy even if I'm usually quite late at the "weapon's techs catch up game"
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