After trying to understand shield mitigation I found a bug.
I was tracking the damage that a lum and assailant damage do to each other per each weapons fire in order to build a model for shield mitigation
Lum does 53.5 damage per 6.5 secs. First attack of the lum drops assailant shield to 315 (360 - 53.5 * .(1-.15)) which is what is expected. However before the lum fires again I noticed that the shield for assailant goes down to 288 for no apparent reason. Then when the lums fire again (6.5 secs later) the assailant shield drops to the expected amount to 247. I thought it was a fluke but after the third time the lum fires dropping assailant shield to 206 (expected amount again), the shield for assailant drops to 192. Again for no apparent reason.
At first I was thinking it was due to the side beams firing without showing the graphics, but when I tested it so the side beams will fire at structures on both sides, the same thing happens again.
I then tried a different unit against the lum, but it still happens. (tried against flak and lrms)
Can someone try to test this themselves and confirm this.
Only happens with lums.
To Sum things up
Each shot is 6.5 secs intervals (shield goes up a few between shots. Mitigation goes up and down as well)
# of shots Assailant shield
0 360
1 314
(2 secs later) 288
2 247
3 206
(2 secs later) 192
so THAT's why the Illum has been such an OP ship
Helped test with JJ, definately something strange happening. While I'm not as concerned with individual ship vs ship balance, it would be nice to understand how the Illums do that little bit of extra splash...it is like the beams have a small duration effect....but not every time.
I'm thinking that there is a dual-targeting ability in the side beams which sin't supposed to be there. and the graphical recycling rate doesn't show the second target hit, being a quarter second after the first.
isnt beam damage continuous or or damage_over_time or something? as in... it does damage over time? so if the beam lasts 2 seconds... it does... its damage over that period of time... so maybe what you are seeing is... i dont know... somehting like that.
Look at the kol... see if its beams do somethign similar... since its beams stay on longer.
damage is dealt every x number of seconds, as weapons hit.
so, assuming first hit is at 0 seconds, it'd be something like this:
0 seconds: +12 damage (all these are without mitigation)
2 seconds: +12 damage
4 seconds: +12 damage
and so on. mitigation will slowly reduce the damage amounts of each firing, and damage is only recorded when the weapons hit, in the case of missiles and other non-instantaneous weapons.
the Kol's beams do damage as soon as they hit, but the graphics effect lasts slightly longer. the only damage_over_time is ability effects such as nano-disassembler, and that is dps, applied once every second for the duration
All damage from the lum is done instantly.
Tested with cykur and used scouts to get hit with the side beams to remove any chance of the side beams hitting the main target.
This added mysterious damage is what I think is throwing off my calculations. Shield goes down with no reason
Have you tried this with Illuminator vs. LRM or Illuminator vs. Illuminator? Could the problem just be with Assailants?
The problem is only with ships being shot at by the Illuminator....other ships seem to be fine.
Is this shields only or shields and hull?
And any idea why it occurs on the 1st and 3rd shots and not on the 2nd?
Both shields and hull, and no idea ...that is why it looks strange and raises questions. I'm not really worried about unit to unit balance, I accept the races play differently, but I would like to understand why the damage is applied the way it is.....
Its every other shot.
So after the first, then third, then fifth...etc.
Weapon WeaponType "Beam" damageEnums AttackType "ANTIMEDIUM" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM" DamagePerBank:FRONT 53.500000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 27.250000 DamagePerBank:RIGHT 27.250000 Range 5520.000000 PreBuffCooldownTime 6.500000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 0.500000 TravelSpeed 0.000000 Duration 2.500000 fireConstraintType "CanAlwaysFire" WeaponEffects
We can see it is an Overtime effect, which might explain the staggered damaged, but what is odd is the main damage numbers seem to support the front bank damage, minus mitigation -- in the case of Lum vs Assail 100% vs light armor 53.5 x (1-0.15) = 45.5. This is exactly the damage we see on the first hit against the Assailants shields....but then we see 26 more points of damage a couple seconds later and have to wonder where it comes from. That is more damage than 1 sidebeam after mitigation, but less than two. Besides, the sidebeams were blocked by other ships in our test, and they were in fact shooting those ships.
Again, I'm not really that worried about overall balance ship to ship....but I do understand why JJ wants to know what is going on...I'm kind of curious myself.
The bug might come from the fact that the devs change the damage apply type from frontload to overtime. This might be just a name change perhaps not, but the extra damage is still there
We've confirmed there is a bug. Thanks for the attention to detail. It will be fixed next update.
Thanks Blair (real blair?)
Reconsider on putting back having phase charge missle on vas sentinals damage regular ships instead of just sc?
It's a different member number and no ironclad logo under his name. I would question whether it was really him too. My question would be if illums were balanced keeping what they actually do in mind, should this be changed without making compensatory changes for illums?
[_]-Greyfox
report button mashed.
Blair's doing his amazing Blair impression.
Yes, real Blair. He's just not on his normal account. Please stop reporting his post.
Sorry, I logged into my BlairFraser account by mistake (typo) which doesn't have all the official stuff setup on it
I probably typed a bunch of other stuff in other threads in that account as well.
My main concern is if this bug is fixed that the Illum will take a knock out blow of a nerf. I know there's probably no sense in voicing this considering you the devs have showed logic in balancing the game, but still wanted to say it anyway.
I can see it coming though. The bug is fixed but Illums get a buff. That'll be ineteresting to explain.
Quick question for you guys:
Is the Disable Passive Regeneration ability of Phase missile platforms supposed to effect your ships even after they leave the hostile well containing the platforms? It may be a bug, because I don't remember them working like that before, but I could be mistaken.
Yeah, this was my first thought too.... I wonder if this bug has existed for a long time, or if it got introduced relatively recently?
The bug may have been introduced when the devs change the damage type applied from frontload to overtime. This happened during the 1.03 to 1.04 patch.
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