ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
One of my heroes has a +40% to Hull Penetration skill. Does this benefit Projectile Weapons or Energy Weapons more?
(In technical terms, is it a multiplicative bonus that has more effect the higher the weapon's base Hull Penetration is? Or is it an additive bonus that raises a weapon's penetration by X%, so a beam's 10% penetration becomes 50% while a missile's 90% penetration caps out at 100%?)
The mechanics of a lot of things are utterly opaque, such that I find Hero skills boring and a bit of a chore because I can't tell at a glance what most of them do, or else know that what they do is pathetic and not going to help me any. Seekers exist to boost my fleet speed, Overseers are a slight boost for young colonies, Counselors are minor Influence engines, and Guardians usually end up sitting on my main Industry system where their +80% Industry provides more benefit than anything else they offer.
I do so miss the old days of Endless Legend where most heroes were obviously good for one thing or another instead of trying to straddle 10 mechanics at once.
I've always enjoyed how complex the Endless Space games can be, but I also agree that it would be good if there was a way to find out how many of these systems work and what certain variables and factors do and mean.
One of my heroes has a +40% to Hull Penetration skill. Does this benefit Projectile Weapons or Energy Weapons more?
(In technical terms, is it a multiplicative bonus that has more effect the higher the weapon's base Hull Penetration is? Or is it an additive bonus that raises a weapon's penetration by X%, so a beam's 10% penetration becomes 50% while a missile's 90% penetration caps out at 100%?)
I would assume multiplicative that is how it works for Diplomatic Immunity and damage aborption.
It's a wording issue: +100% damage absorption means that if your defenses would have absorbed 30% of a salvo damage, they will absorb 60% with this card.
It seems to be additive and for both mass/energy weapons.
But I may be wrong.
I guess to be sure we need to test it.
Engage a battle with a hero that can level up this skill without and with it. make 2 test for both with 2 fleets, one with full energy, one with full mass weapons. Use the same tactic for both, check the ennemy tactic and the damages done.
I'll try this if I remind to do it and come back here to report :)
I used to be just setup with long range weapons until I played a hard difficulty game. For some reason out of all the difficulty settings, Hard is the toughest for me. The Ai was doing significant damage to my fleets so, I had to respec my ships. Long story short mostly short range beams and slugs did the trick.
Playing a new game with the Empire, as Sheredyn and I have to say the battle tactic Sheredy Slugs, giving +50% for projectile weapons is nice. I'm smoking the Ai with this battle tactic, using just slugs and beams. Beams to strip shields and slugs to rip armor :)
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