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Usefulness of Shield Penetration?

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8 years ago
Apr 12, 2017, 11:25:44 PM
Mysterarts wrote:

You can find some details about hull / shield absorptions by hovering the detailed stats in the ship design's right panel.

But I must admit we do not display the weapon penetrations (we don't want to make more complex the tooltip but we need to find a solution).

Here are the data:

  • Kinetic: shield penetration => 80%, hull penetration => 30%
  • Missile: shield penetration => 90%, hull penetration => 10%
  • Laser: shield penetration => 80%, hull penetration => 30%
  • Beam: shield penetration => 90%, hull penetration => 10%


To know how much damage is absorbed, you need to multiply your defense absorption (hull plating or shield, displayed in the right panel) by "100 - penetration value".


Killing crew tells you how many troops (manpower) are killed in the ship shot by this weapon.


Just as I thought I was understanding the combat system!

Is there any plans for wikipedia/site with in depth information on this kind of thing?

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8 years ago
Apr 18, 2017, 10:32:40 AM
MikeLemmer wrote:
Mysterarts wrote:

Hi,


It increases the damage that gets through shields for both projectiles and energy weapons!

But because the projectiles weapons have already a good shield penetration factor (80-90%), it's often way more efficient for the energy weapons (10-30%).

So looking for some clarification: is the +60% shield penetration an additive bonus? Meaning a previous 10% penetration would become 70% penetration?


Yes, it is! (But capped to 100% so more useful for energy weapons)

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8 years ago
Apr 14, 2017, 8:46:58 PM
Mysterarts wrote:

Hi,


It increases the damage that gets through shields for both projectiles and energy weapons!

But because the projectiles weapons have already a good shield penetration factor (80-90%), it's often way more efficient for the energy weapons (10-30%).

So looking for some clarification: is the +60% shield penetration an additive bonus? Meaning a previous 10% penetration would become 70% penetration?

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8 years ago
Apr 14, 2017, 6:07:21 PM
Mysterarts wrote:

Well, you can get 100% in energy/projectile defense with cumulated bonuses (from modules, tactics, hero skills, etc.).

But you're right, we could have simplified that because it's a very uncommon case.

Yeah, why not just put in a hard cap of 90% defense? As-is, I'm more frustrated my "actual" defense isn't as high as my listed defense is. Feels like I'm being cheated.


As for the other penetration differences, suppose they could be boiled down to notes in the weapon tooltips? Like "+20% damage to Shields"? I feel like I'm looking at a complex equation I should be able to simplify, but I'm not quite sure how.

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8 years ago
Apr 14, 2017, 8:20:17 AM

Well, you can get 100% in energy/projectile defense with cumulated bonuses (from modules, tactics, hero skills, etc.).

But you're right, we could have simplified that because it's a very uncommon case.

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8 years ago
Apr 13, 2017, 6:30:22 PM
Mysterarts wrote:

Sorry for the mistake, I indeed inverted the energy weapon values


We differentiate the basic weapons (Kinetic / Laser) from the advanced weapons (Missile / Beam): the last ones are more expensive, harder to play (more specific ranges and defense penetrations) but powerful (DPS and special effects like crew killing). But we wanted to avoid hard counters, that's why in all cases, hull and shield absorb at least a small portion of the damage and a weapon always removes some HP.

Isn't it impossible to get 100% projectile/energy defense? If so, why would you need to give every weapon a 10% penetration minimum just to do damage?

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8 years ago
Apr 13, 2017, 6:06:09 PM

Wow, this is really awesome information.


Makes me a little more pleased with the game just knowing it.

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8 years ago
Apr 13, 2017, 8:27:41 AM

Sorry for the mistake, I indeed inverted the energy weapon values


We differentiate the basic weapons (Kinetic / Laser) from the advanced weapons (Missile / Beam): the last ones are more expensive, harder to play (more specific ranges and defense penetrations) but powerful (DPS and special effects like crew killing). But we wanted to avoid hard counters, that's why in all cases, hull and shield absorb at least a small portion of the damage and a weapon always removes some HP.

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8 years ago
Apr 13, 2017, 3:31:08 AM
Chinpanze wrote:
Mysterarts wrote:

You can find some details about hull / shield absorptions by hovering the detailed stats in the ship design's right panel.

But I must admit we do not display the weapon penetrations (we don't want to make more complex the tooltip but we need to find a solution).

Here are the data:

  • Kinetic: shield penetration => 80%, hull penetration => 30%
  • Missile: shield penetration => 90%, hull penetration => 10%
  • Laser: shield penetration => 80%, hull penetration => 30%
  • Beam: shield penetration => 90%, hull penetration => 10%


To know how much damage is absorbed, you need to multiply your defense absorption (hull plating or shield, displayed in the right panel) by "100 - penetration value".


Killing crew tells you how many troops (manpower) are killed in the ship shot by this weapon.


Just as I thought I was understanding the combat system!

Is there any plans for wikipedia/site with in depth information on this kind of thing?

If we need a Wiki article to know the combat mechanics, someone screwed up. It should all be in the game SOMEwhere.


Question: why is the penetration for Missiles/Beams different than Kinetic/Lasers? Balancing issues? If so, why aren't the min/max 0%/100%? It's very weird to see the defense rating listed on our ships is never actually REACHED but instead peaks at about 90% of its current value.

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8 years ago
Apr 11, 2017, 7:45:11 AM

What exactly does the Riftborn heroes' +% to Shield Pentration skill do? Does it just decrease a ship's Energy Defense? Or does it increase the damage that gets through shields for both Projectiles and Energy weapons? Is it more useful for Energy or Projectile weapons?

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8 years ago
Apr 12, 2017, 9:00:49 PM
Mysterarts wrote:

You can find some details about hull / shield absorptions by hovering the detailed stats in the ship design's right panel.

But I must admit we do not display the weapon penetrations (we don't want to make more complex the tooltip but we need to find a solution).

Here are the data:

  • Kinetic: shield penetration => 80%, hull penetration => 30%
  • Missile: shield penetration => 90%, hull penetration => 10%
  • Laser: shield penetration => 80%, hull penetration => 30%
  • Beam: shield penetration => 90%, hull penetration => 10%


To know how much damage is absorbed, you need to multiply your defense absorption (hull plating or shield, displayed in the right panel) by "100 - penetration value".


Killing crew tells you how many troops (manpower) are killed in the ship shot by this weapon.


I would expect lasers and beams to have weaker shield penetration and better hull penetration, and kinetic and missiles to be the reverse.  Isn't it the purpose of shields to defeat energy weapons and hull plating to beat kinetic weapons?

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8 years ago
Apr 12, 2017, 4:51:40 PM
Mysterarts wrote:

You can find some details about hull / shield absorptions by hovering the detailed stats in the ship design's right panel.

But I must admit we do not display the weapon penetrations (we don't want to make more complex the tooltip but we need to find a solution).

Here are the data:

  • Kinetic: shield penetration => 80%, hull penetration => 30%
  • Missile: shield penetration => 90%, hull penetration => 10%
  • Laser: shield penetration => 80%, hull penetration => 30%
  • Beam: shield penetration => 90%, hull penetration => 10%


To know how much damage is absorbed, you need to multiply your defense absorption (hull plating or shield, displayed in the right panel) by "100 - penetration value".


Killing crew tells you how many troops (manpower) are killed in the ship shot by this weapon.


Why not put them in one of the tooltips? Yes, I'll agree it's complex, but for players familiar with the combat system, this is important info. (Also, I think you mixed up the shield & hull values for lasers & beams.) I was just basing my calculations off Energy and Projectile Absorption being uniform for all weapons of that type, if that particular armor (hull/shields) was being hit.

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8 years ago
Apr 12, 2017, 12:45:59 PM

Hull weakness is still around as far as I know, and is used to calculate the absorption values (which can then be penetrated). That part is actually described well in the advanced stats of ships. 

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8 years ago
Apr 12, 2017, 9:42:27 AM

You can find some details about hull / shield absorptions by hovering the detailed stats in the ship design's right panel.

But I must admit we do not display the weapon penetrations (we don't want to make more complex the tooltip but we need to find a solution).

Here are the data (EDIT: fixed the energy weapon values):

  • Kinetic: shield penetration => 80%, hull penetration => 30%
  • Missile: shield penetration => 90%, hull penetration => 10%
  • Laser: shield penetration => 30%, hull penetration => 80%
  • Beam: shield penetration => 10%, hull penetration => 90%


To know how much damage is absorbed, you need to multiply your defense absorption (hull plating or shield, displayed in the right panel) by "100 - penetration value".


Killing crew tells you how many troops (manpower) are killed in the ship shot by this weapon.


Updated 8 years ago.
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8 years ago
Apr 12, 2017, 2:06:01 AM

On that note, does hull absorption completely negate damage? What's the hull penetration for lasers? What's the significance of killing crew?

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8 years ago
Apr 11, 2017, 5:25:04 PM

Huh. So where can we find the exact values for each weapon's shield penetration? I always thought shields just absorbed all damage until they were gone.


Does that mean a ship's Energy Resistance only applies to shields? Does it apply to Hull as well, but at a lower factor? What are the exact calculations involved?

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8 years ago
Apr 11, 2017, 9:36:09 AM

Hi,


It increases the damage that gets through shields for both projectiles and energy weapons!

But because the projectiles weapons have already a good shield penetration factor (80-90%), it's often way more efficient for the energy weapons (10-30%).

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