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Star Wolves 3D space RPG with deep strategy and tactical elements

 
 
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Old 03-28-2010, 12:02 AM
tsavo tsavo is offline
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Join Date: Mar 2010
Posts: 73
Default formula-damage(guess)

Unlucky me, the engineer only have machine gun perk, not heavy cannon.
But I will do some maths anyway.

Say,
1 low accuracy is good(75% hit ratio) only at half(50%) the range, given the range 60, so they are only useful at 30;
2 while laser with high accuracy are good at full range(100%), which is 80 for pulse laser, may be they are only good at 90%, but let’s just use 100% at first;
3 a logical guess about heavy gun with medium accuracy should be in the middle(75%), with average range of 70;

The actual formula-damage will be:
Accuracy() x Range() / Distance() x Hit Ratio(75%) x Damage per Second(100%)

a. Dealing with normal fighters,
laser will get:
Accuracy(High 100%) x Range(95) / Distance() x Hit Ratio(75%) x Damage per Second(100%)
Heavy gun will get:
Accuracy(Med 75%) x Range(80) / Distance() x Hit Ratio(75%) x Damage per Second(100%)

b. Dealing with laser-proof fighters,
laser will get:
Accuracy(High 100%) x Range(95) / Distance() x Hit Ratio(75%) x Damage per Second(50%)
Heavy gun will get:
Accuracy(Med 75%) x Range(80) / Distance() x Hit Ratio(75%) x Damage per Second(100%)

c. Dealing with moving targets,
Laser’s accuracy will not be affected, plus the beam will last 1/4 seconds
Cannon bullets will be dramatically affected if the shooting line is different from the fighter’s track.

Conclusion: laser is king, even if with laser-proof 50%, only get weak damage with 80% laser-proof

now the real question is: if laser is so good, why the game still use cannon?
there must be something wrong.

Last edited by tsavo; 03-28-2010 at 12:07 AM.
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