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  #11  
Old April 24th, 2004, 07:57 PM
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Default Re: SE4 damage simulator

Bump for PvK:
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  #12  
Old April 24th, 2004, 08:13 PM
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Default Re: SE4 damage simulator

Hit-first armor is completely outside this program's scope. Only non-armor internals, such as the "leaky armor" and weapons vs lifesupport and such.
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  #13  
Old April 25th, 2004, 08:33 PM
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Default Re: SE4 damage simulator

Thanks Captain Kwok,

I think is how I thought it worked. Do we know if each weapon hit generates a re-roll or not, if no special damage types are involved?

That is: If a unit has one 90-structure component, and one 10-structure component, a 80-point hit has a 10% chance of destroying the 10-structure component. If eight 10-point hits strike the unit, are there eight 10% chances to destroy the 10-point component, or is there just one, followed by seven accumulations if the 90-point component was hit first?

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  #14  
Old April 25th, 2004, 08:40 PM
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Default Re: SE4 damage simulator

Every new weapon hit causes a new roll to see what component is damaged. This can be observed easily, with your example. If all comps have 10 HP instead of one that has 90 HP, the first hit might hit the 90 HP comp, but the second hit might hit a 10 HP comp. The rolls are still stacked rather in favor of the 90 HP comp though, so more often the second hit will hit the 90 comp than a 10 HP comp.
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  #15  
Old April 28th, 2004, 10:16 PM
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Default Re: SE4 damage simulator

Thanks Fryon.
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