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  #11  
Old December 18th, 2003, 09:59 AM
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Karibu Karibu is offline
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Default Re: Emissive Armor?

Emissive armor has its uses though. Make a ship with 11 crystal armor and one shield. It stands invulnerable against 150 damage points/shot. Then make ship with all that + one emissive armor and it stands punishment of 170 damage points/shot. However, in SEIV there is tendency that for some unknown reason smaller components are destroyed first and so this one component is only help against first few shot (it is smaller than crystal armor). If this bug is fixed in future, its value increases significantly.
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  #12  
Old December 18th, 2003, 03:20 PM
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Default Re: Emissive Armor?

Smaller *hitpoint* armor, and bigger *hitpoint* internals get hit first.

So only Standard Armor will normally get hit before EA 3

[ December 18, 2003, 16:58: Message edited by: Suicide Junkie ]
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  #13  
Old December 18th, 2003, 03:29 PM

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Default Re: Emissive Armor?

Quote:
Originally posted by Phoenix-D:
All damage stacking isn't considered a bug, because IIRC it was done intentionally. And EA working the way it does certainly isn't a bug, because it was also done deliberately.
Then the description is a bug, since it contradicts how it works and leads to confusion.
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  #14  
Old December 18th, 2003, 06:39 PM
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Default Re: Emissive Armor?

I've made some tests and I noticed component's damage resistance is related to the hit probability to the component. The size doesn't matter. It's very likely that the hit percent of a component is (component's damage resistace)/(ship's damage resistance). However this doesn't apply to armor which most of the time are destroyed from weakest to strongest.

This means the smaller the gun's damage the more likely small components are destroyed.
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  #15  
Old December 18th, 2003, 07:03 PM
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Default Re: Emissive Armor?

I did some testing for the B5 mod.

Ships with 3000 hitpoints worth of small pseudo-armor components lost to ships with 2000 hitpoints of larger pseudo-armor components.

The key was that the 2000 points of 7kt chunks were more often hit instead of guns.
The 3000 hitpoints of 1kt armor chunks were let the big-hitpoint guns get hit more often, and thus caused the battle to be lost as the ship became just a punching bag.

For actual armor, the little guys soak up the damage first almost ALL of the time. it is quite rare to see a larger armor break first, even if the weapons used are more than enough to kill the large armors in one shot.

[ December 18, 2003, 17:05: Message edited by: Suicide Junkie ]
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  #16  
Old December 18th, 2003, 07:56 PM
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Default Re: Emissive Armor?

Quote:
If this bug is fixed in future, its value increases significantly.
It is not a bug, it is how the combat mechanics were designed.
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  #17  
Old December 18th, 2003, 08:35 PM
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Default Re: Emissive Armor?

Quote:
Originally posted by Suicide Junkie:
The key was that the 2000 points of 7kt chunks were more often hit instead of guns.
The 3000 hitpoints of 1kt armor chunks were let the big-hitpoint guns get hit more often, and thus caused the battle to be lost as the ship became just a punching bag.
Actually 1 kt armor chunks were hit more often but they'd absorb less damage. If the ship is hit by a weapon dealing 100 damage, it would require 100 hits to 1kt armor and only 15 hits to 7kt armor to absorb the whole damage. Even though the shot is more likely to hit 1kt armor, the total damage absorb is greater in 7kt armor chunks.

Doh, I'm not good at explaining things.
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  #18  
Old December 18th, 2003, 10:08 PM
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Default Re: Emissive Armor?

Quote:
Originally posted by Asmala:
Doh, I'm not good at explaining things.
definatly not
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  #19  
Old December 18th, 2003, 10:35 PM

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Default Re: Emissive Armor?

I think what Asmala was saying is that:

100 damage is hit
It hits a 1kt armor and now you apply 99 more damage.
It hits a 1kt armor and now you apply 98 more damage.
Repeat that 15 times
83 damage left
Now instead of hitting one of the psuedo armors it hits a weapon and does 20kt damage and destroys it.
63 damage left.
Repeat.


For 1kt armors you have more to hit calcs for the components. So while more 1kt armors are hit the chances of larger non-armors getting hit is increased.

For the 7kt you have less to hit calcs since each one eats up more of the damage and reduces it faster. So less total number of chances of it hitting a none armor.

Hrmm... I wonder if that was any better of an explanation...
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  #20  
Old December 18th, 2003, 10:53 PM
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Default Re: Emissive Armor?

Quote:
Originally posted by Cyrien:
Hrmm... I wonder if that was any better of an explanation...
I guess it was, but I still dont get it
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