Author Topic: Math behind armor?  (Read 579 times)

Offline RogueThunder

  • Jr. Member Mark III
  • **
  • Posts: 96
    • View Profile
Math behind armor?
« on: October 19, 2010, 07:29:04 PM »
Oi...

Finding the new beta... Interesting. Still miffed over the offing of the lovely windowed-boardlessness... Hopefully the ability to at-least maximize the window(without fullscreening that is) will at-least come around...

That said, being the calm, calculating, strategic(Read: Cruel, vicious, micromanaging.) player I am... I'm a bit at a loss with the new armor system. XD

What's the math behind it? A general approximate is fine... But honestly it comes off a bit less intuitive (though less luck based?) than the old shields system...


What happened to the poor Zenith Polarizers anyway? XD Their union must ~hate~ you.
It's a secret. Xellos, The Mysterious Priest

Offline Lancefighter

  • Master Member Mark II
  • *****
  • Posts: 1,627
    • View Profile
Re: Math behind armor?
« Reply #1 on: October 19, 2010, 07:31:46 PM »
its not luck based at all, nor range

I believe, its (damage-(armor-AP)*combatscaler
where combatscaler is, if on 4xlike, 1, if on blitz/normal, 2
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Conqueror of the Dyson Sphere

Offline RogueThunder

  • Jr. Member Mark III
  • **
  • Posts: 96
    • View Profile
Re: Math behind armor?
« Reply #2 on: October 19, 2010, 07:44:13 PM »
I know the new system aint range based. Just trying to get it where I can actually estimate damage output from X random ship to Y random ship on the fly again...

(damage-(armor-AP)... whats AP in that equation? Also... XD How would that work with say... laser gats. Seems theyd end up kinda raped...

:P love to see some details from the other side of the fence on this one... will probobly do some poking myself, finally done with miterms. Ye gods. They managed to strech out 2 weeks.

... Between sessions of Fallout New Vegas anyway. Or when I want to watch video from my computer at the same time...

I am quite happy about the newer performance. :3 CPU usage seems to have plummeted. Making say, hulu on my other monitor or TV (lol... yeah... I have 3 screens that any 2 of which at one time are connected to my pc, all 3 would be but... well... only got a 8800GT, and no IGP... been meaning to solve that... but getting a new puter soon so that should quickly become irrelivant) quite happy to plog along. Before it could easily load down my poor Athlon x2 5000+BE... despite it runing at 3Ghz... enough that other tasks were... not recommended. Well, okay, SD video on my 2nd HDD running in MPC were okay. But not hulu or HD(Unless said video got along with my hardware decoder supporting player. XD That pretty much cuts all cpu use for those videos.)
It's a secret. Xellos, The Mysterious Priest

Offline Lancefighter

  • Master Member Mark II
  • *****
  • Posts: 1,627
    • View Profile
Re: Math behind armor?
« Reply #3 on: October 19, 2010, 07:56:06 PM »
armor piercing. fighters have this stat, for example
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Conqueror of the Dyson Sphere

Offline RCIX

  • Core Member
  • *****
  • Posts: 2,453
  • Rogue Labs - Hacking today for a better tomorrow!
    • View Profile
    • Stack Overflow -- Servicing all your programming needs since 2008!
Re: Math behind armor?
« Reply #4 on: October 19, 2010, 10:17:51 PM »
AFAIK, the complete calculation is:

((damage * hull multiplier) - (armor - armor piercing)) * speed scale multiplier

Armor piercing is how much armor piercing the unit says it has (its in the misc properties). Hull multiplier is how much multiplier the ship has against ships with the targets hull. Armor is how much armor the target has. Speed scale multiplier, Lancefighter explained.

"Achron -- Making the future's history a thing of the past (and present)!"

Offline x4000

  • Chris Park, Arcen Games Founder and Lead Dev
  • Administrator
  • Zenith Council Member Mark III
  • *****
  • Posts: 21,112
    • View Profile
    • Email
Re: Math behind armor?
« Reply #5 on: October 19, 2010, 10:28:20 PM »
AFAIK, the complete calculation is:

((damage * hull multiplier) - (armor - armor piercing)) * speed scale multiplier

Armor piercing is how much armor piercing the unit says it has (its in the misc properties). Hull multiplier is how much multiplier the ship has against ships with the targets hull. Armor is how much armor the target has. Speed scale multiplier, Lancefighter explained.

Yep.  With the added note that the (armor - armor piercing) can't result in anything less than 0.  If you have over-piercing, it just removes the armor effect entirely without causing any extra damage.
Have ideas or bug reports for one of our games?  Click here to get started with Mantis for Suggestions and Bug Reports.  Thanks for helping to make our games better!

Offline Gallant Dragon

  • Full Member
  • ***
  • Posts: 121
  • An RTS gamer in an FPS world
    • View Profile
Re: Math behind armor?
« Reply #6 on: October 19, 2010, 11:45:08 PM »
Wait, does this mean that some ships can end up doing zero damage?
It's just carriers all the way down!

Offline Lancefighter

  • Master Member Mark II
  • *****
  • Posts: 1,627
    • View Profile
Re: Math behind armor?
« Reply #7 on: October 20, 2010, 12:04:28 AM »
theres a 5% minimum...

MAX(((damage * hull multiplier) - (armor - armor piercing)), damage*hull multiplier*.05) * speed scale multiplier
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Conqueror of the Dyson Sphere

Offline RogueThunder

  • Jr. Member Mark III
  • **
  • Posts: 96
    • View Profile
Re: Math behind armor?
« Reply #8 on: October 20, 2010, 12:05:29 AM »
Wait, does this mean that some ships can end up doing zero damage?
Yea... this... yea.

I'm just noticing Teleport Battle Stations do... nearly no damage to heavily armored targets. Still trying to feel out if that feels like a good balance for them to me... a teleport abuser. Definitely closer to the before of OMFG strong. XD
That said... a swarm of mk1-3 seems a bit substandard for a swarm of mk1-3 ships... Though they are a bit more durable now.


Ah, 5% minimum eh. thats... kinda sad.
It's a secret. Xellos, The Mysterious Priest

Offline Moonshine Fox

  • Hero Member Mark III
  • *****
  • Posts: 1,245
  • if (inRange()) { killHuman(); }
    • View Profile
Re: Math behind armor?
« Reply #9 on: October 20, 2010, 12:17:21 AM »
Well, previously you had the chance (sometimes BIG chance) to do absolutely no damage whatsoever, so I feel a minimum 5% isn't too shabby.

Offline x4000

  • Chris Park, Arcen Games Founder and Lead Dev
  • Administrator
  • Zenith Council Member Mark III
  • *****
  • Posts: 21,112
    • View Profile
    • Email
Re: Math behind armor?
« Reply #10 on: October 20, 2010, 01:33:13 AM »
Well, previously you had the chance (sometimes BIG chance) to do absolutely no damage whatsoever, so I feel a minimum 5% isn't too shabby.

To add to that: in the past if you were out of range, etc, then you'd have a 5% chance of any hit, and otherwise do 0 damage.  So the 5% linear damage, as you say, is actually a lot more forgiving than in the past.  Before if you had something versus, say, tanks, they would just sit there missing and missing and missing until finally something hit it, and you'd have to hope it was something large enough to one-shot it.  With the random chance, etc, that could really take a while depending on the matchup.  Now it's a lot more linear and predictable in a good way.
Have ideas or bug reports for one of our games?  Click here to get started with Mantis for Suggestions and Bug Reports.  Thanks for helping to make our games better!

Offline Lancefighter

  • Master Member Mark II
  • *****
  • Posts: 1,627
    • View Profile
Re: Math behind armor?
« Reply #11 on: October 20, 2010, 01:47:19 AM »
I do agree - especially, in that it gives units like tanks and bombers a better ability to stand against fleet starships. Previously, they just had a blanket 'lol@urshields' attribute, so mostly ignored tanks/bombers. Now the two seem to at least have a chance to escape... :p
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Conqueror of the Dyson Sphere

Offline x4000

  • Chris Park, Arcen Games Founder and Lead Dev
  • Administrator
  • Zenith Council Member Mark III
  • *****
  • Posts: 21,112
    • View Profile
    • Email
Re: Math behind armor?
« Reply #12 on: October 20, 2010, 01:48:56 AM »
Yeah, very glad to be done with the "fires through shields" stuff, as that made for some brutal-hard counters. :)
Have ideas or bug reports for one of our games?  Click here to get started with Mantis for Suggestions and Bug Reports.  Thanks for helping to make our games better!

Offline Fox Soul

  • Full Member
  • ***
  • Posts: 149
  • [color=pink]Cookies![/color]
    • View Profile
Re: Math behind armor?
« Reply #13 on: October 20, 2010, 05:18:53 AM »
Yeah, very glad to be done with the "fires through shields" stuff, as that made for some brutal-hard counters. :)

So those ships, like infiltrators, that had the "fire though shields" perk now have nothing or one less stat?
Have they gotten something to compensate?
Are these Compensations the same on all these ships?
AI War - A good offense is a good defense.

Offline Moonshine Fox

  • Hero Member Mark III
  • *****
  • Posts: 1,245
  • if (inRange()) { killHuman(); }
    • View Profile
Re: Math behind armor?
« Reply #14 on: October 20, 2010, 06:02:12 AM »
Yes, "Fires through shields" is now "Armor piercing XXXX" where the Xs are a value.