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Space Battle Guide - explanation of game mechanics

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7 years ago
Jan 24, 2018, 12:36:01 PM

Space battle mechanics can be confussing at first so this guide is designed to clear out any doubts.

If you need an explanation of any other area of space combat please let me know and I will edit this topic to add it.

I am additing this from time to time to update things I found out.



Ranges:

Depending on what range you and the enemy choose below table explains at what ranges will flotillas battle during each phase:


Short
Medium
Long

Phase 1
Phase 2
Phase 3
Phase 1
Phase 2
Phase 3
Phase 1
Phase 2
Phase 3
Short
Short
Short
Short
Medium
Short
Short
Long
Medium
Short
Medium
Medium
Short
Short
Medium
Medium
Medium
Long
Medium
Medium
Long
Long
Medium
Short
Long
Medium
Medium
Long
Long
Long


Remember that each of the possible 3 flotillas (lanes) has its own designated range based on the tactic you choose.

Range between flotillas from different lanes is always at LONG range regarless of the distance you see on the screen.

There are no limits to cross flotilla engagements. If there are no enemies in your opposing lane then you will fire on ANY of the other lanes.

That is at least the design intent. In reality you will see problems as there are firing arc limitations so enemy ships can be in a dead zone where you cannot point your weapons and the ship captain isn't smart enough to spin the ship and allow them to fire.


So to read this table.
If you choose medium range and enemy chooses long range (or the other way around it doesn't matter).

Then during combat for that lane the ranges will be Long -> Medium -> Medium.




Weapon penetration values:

Current for version 1.2.4

Weapon
Shield penetration
Hull penetration
Kinetic Slug
50%
20%
Missile
60%
10%
Laser
10%
80%
Beam (100% hit on all ranges)
10%
90%
Gauss
100%
100%




Calculating defence:

 


Each defence component has a defence value.

    

The overall energy and projectile defence is calculated using this formula:


DEFENCE (in percentages) = total defence value / (total defence value + Hull weakness)

  (this formula is provided in the tooltip)


Hull weaknes is:

100 - colonizer, explorer, attacker, protector

250 - hunter, coordinator

600 - carrier


With this formula you never reach 100% protection and the higher you go the harder it is to gain more protection.
X axis is the sum of defence value.

 




Damage calculation:

Any damage going to a ship gets reduced by shields (if they still have HP) and then by hull plating.

The amounts depend on weapon penetration values and ship defence.

All this may be further influenced by hero skills.


1) Damage mitigated by shields = (salvo damage * (1 - shield penetration)) * shield defence

(assuming the ship has shields and they still have enough HP to absord damage)
As you see in the formula if you have 100% shiled penetration then you end up multiplying damage by 0 so shields don't absorb anything.

Once shield HP reaches zero this step is skipped.


2) Damage mitigated by hull plating = (remaining salvo damage after shields * (1 - hull penetration)) * hull defence

Again here if you have 100% hull penetration then you don't reduce damage regardless of your hull defence.


3) Remaining damage is applied to the ship.


EXAMPLE:

As an example we will assume a ship has 25% projectile defence and 40% energy defence with 500 energy HP.

Damage done by a salvo will be 1000 damage (just for calculations).


Kinetic slug (50% shield penetration and 20% hull penetration):

Shileds will absorb 1000 * ( 1 - 0,5 ) * 0,4 = 1000 * ( 0,5 ) * 0,4 = 500 * 0,4 = 200

   only 200 damage is absorbed despite the 40% energy defence. Once shields run out of HP they no longer provide any defence and this step is just skipped.


Remaining 1000 - 200 = 800 damage goes trough hull protection

800 * ( 1 - 0,2 ) * 0,25 = 800 * ( 0,8 ) * 0,25 = 640 * 0,25 = 160

   hull protection absorbs 160 damage


Remaining 640 damage is applied to the ship.




Critical hits:

Critical hit system in the game just makes shots bypass the shield & hull defense of a ship. It doesn't provide additional damage.


"Improved Uniform Shielding" can reduce this effect.

   

Effects stack up so it you mount two of those shields on your ship you become immune to critical hits (you will just get regular damage).

If shields are down (no matter the reason), the function will still works since critical hits ignore both shield and hull plating (which cannot be turned off by EMP) but the difference between normal shot and critical shot will be lesser than before (since normal shots will only be mitigated by hull and not hull+shield).




Repair modules:

 


Repair during battle - this 10% repair value is triggered twice during combat. When entering phase 2 of space battle and when entering phase 3 of space battle. This means that during combat this may repair a total of 20% of ship HP


Repair after battle as the name suggests this is triggered once after combat.


Quick math calculation and you can see this repairs a maximum of 40% of ship HP. 


On larger hull you don't get additional repairs because of slot multiplication.

Hunter class hull with this module gets the same repair as attacker class module.

But mounting multiple repair modules provides additional repairs. If you have two Smart T-Repair Bots then you get 20% HP when entering battle phase 2, then another 20% HP when entering battle phase 3 and then 40% HP after combat.


Because this doesn't take into account starting HP level and damage take you can abuse this by using combat with weak fleets to repair your own.


ABUSE EXAMPLE:

If your ship has 20% HP and has a Smart T-Repair Bots module then after battle if it didn't take any damage it will have 60% HP. Another battle like that and you are back to 100% HP.




Flak defence:

The range band is very narrow and it takes missiles a little less than 1 second to pass though the flak zone.

Flak has a cooldown of 0.5 seconds so it fires twice at incomming missiles with each shoot having an 80% hit chance.
The DPS you see in the tooltip is Flak damage * 2 

   


This means that if you have a single flak that does 4800 DPS you will shoot down only TWO missiles (I tested that).

Damage isn't transferred over to another missiles.

Having a single flak on larger hulls means you have more flak guns firing. The tooltip provides false information and doesn't scale with larger hulls.


If your missiles are not synced perfectly and are staggered by more than 0.5 seconds flak will have more chances to fire at incomming missiles.

Swarm missiles and regular missiles have different cooldown times so they won't fire in sync except for the first salvo and every 45 seconds afterwards (so 3 times during battle).


As flak has such narrow range it means you should only count on the flak defence of the targeted ship.

Having a dedicated flak defence ship in your fleet doesn't make much sense as most of the time its defence won't contribute to shooting down missiles that target other ships.

Sometimes the trajectory of a missile will go trough another ships flak zone and that ship will fire on the missile. But it is not something you will see for every salvo.


Slug weapons on heavy mounts don't provide any additional flak defence. In fact I observer the oposite and a heavy mounted slug gun was able to shoot down only one incoming missile where a normal mount on an attacker class ship would shoot down two.



Hull sizes and defence:

This is correct for version 1.2.4


The tooltip informs you that flak defence doesn't scale with larger hulls. Basic Ultradense Slugs provide 300 damage agains missiles both on an attacked and hunter hull. 

Damage agains ships gets multiplied but damage agains missiles doesn't.

 

THIS IS FALSE (I tested it)

Hunter class ship with a single slot using slugs will shoot down twice the amount of missiles than an attack ship having a single slug gun mounted.
That is because a single weapon slot on a Hunter ship is actually two separate guns.



Manpower:

If a ship has full manpower then it's damage is increased by 20%. Defence stays at the same level.

Once you get to zero manpower the bonus is gone and anything in between is proportional.

So if a ship has 50% manpower (for example 150 out of 300) then it's damage is increased by 10%.

Additional manpower modules change only that you lose the bonus slower because if you start with 600 manpower you need to lose 300 mapower to get to the halfpoint and have only +10% damage.



Privateers:

If you're using the regular privateers action, the fleet label appears as Pirates but the ships inside the fleet are the ones you put there and they appear as such.


If you're using the Vaulters specific action, your ships get disguised as Pirate ships in addition to the fleet appearing as a Pirate one.

Vaulter specific privateer fleet appears as a Pirate fleet on the map, but if you watch the battle, you always see it was only a decoy and they were Vaulters ships (not which Vaulters empire though if there are multiple!)

To not make watching battles mandatory, you will also have a warning in the battle report that your ships detected that these Pirates were actually Vaulters ships and not real Pirates.

Updated 7 years ago.
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7 years ago
Jan 25, 2018, 2:06:39 AM

It is incorrect to say flotillas from different lines are alway at long range: if you watch a battle from the overview, flotillas can get close to other lanes than their own and engage in medium and short range. Depend on the cards chosen and how the fleet is distributed between the lanes. 

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7 years ago
Jan 25, 2018, 8:13:27 AM
Foraven wrote:

It is incorrect to say flotillas from different lines are alway at long range: if you watch a battle from the overview, flotillas can get close to other lanes than their own and engage in medium and short range. Depend on the cards chosen and how the fleet is distributed between the lanes. 

From what I observed and read on the forum this is just visual closeness (sounds strange).

For game mechanics this is still calculated as long range even if you see on the screen that ships are next to each other.

A discussion on that is in this thread.

Updated 7 years ago.
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7 years ago
Jan 25, 2018, 10:21:19 AM

I think I've even seen how you put ships into sidelane flotillas, that don't have opposite enemy fleet in advanced screen, and game calculated range effectiveness for that fleet as a long-range, even when range intention from battle tactics was close range. Kinda buffled me at the beggining until I figured it out.

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7 years ago
Jan 26, 2018, 6:09:55 PM

I believe I figured out why sometimes ships won't fire back at foes shooting at them; firing arcs. Noticed ships don't have rear facing guns so of a flotillas gets behind them, they can't shoot back or few of their guns can. On my current game I play kinetic heavy (because got both advanced guns and support modules early) and my short range fleets tend to get shot on the back a lot while it's less of an issue for the medium and long range ones.

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7 years ago
Jan 27, 2018, 10:51:14 PM

Great information. How does increasing shield absorption (by hero skills or battle cards) effect damage? I've seen in some places the claim that increased absorption currently depletes the shields more quickly, then leaves your ships to take full damage (minus any mitigated by hull plating). Is this true?

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7 years ago
Jan 28, 2018, 2:00:08 PM
Foraven wrote:

I believe I figured out why sometimes ships won't fire back at foes shooting at them; firing arcs. Noticed ships don't have rear facing guns so of a flotillas gets behind them, they can't shoot back or few of their guns can. On my current game I play kinetic heavy (because got both advanced guns and support modules early) and my short range fleets tend to get shot on the back a lot while it's less of an issue for the medium and long range ones.

The lanes that ships fly trogh still aren't perfect and there are reported situations when a flotilla doesn't fire or cross lane firing doesn't happen.

Developers are working on that as this should not be happening.



eruanion wrote:

Great information. How does increasing shield absorption (by hero skills or battle cards) effect damage? I've seen in some places the claim that increased absorption currently depletes the shields more quickly, then leaves your ships to take full damage (minus any mitigated by hull plating). Is this true?

Increase in shield absorbsion means a larger portion of the damage goes to shields then normally would. It does mean that shields will get depleated faster but at the same time it means your hull gets less damage while your shields still have HP. In the end it doesn't change the total amount of damage that is sent your way. It just changes how it is distributed, more damage is absorbed by shields but that also means you run out of shields faster.

It has some logic as shield HP is renewed for each battle while hull HP isn't but it doesn't make much of a difference as either way you will quickly run out of shields.


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7 years ago
Feb 3, 2018, 11:03:31 AM

Added some information about flak on heavy mounts. Content is being updated regulary.

I am working on boarding pods but observer numerous errors with them so need to investigate that first.

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7 years ago
Mar 20, 2018, 8:59:15 PM

Thanks for this great resource!  A shame you aren't working developing UI / tooltips for the official game so that some of this stuff would be more obvious in-game :P


Just to clarify, I've heard that for combat between flotillas in different lanes, a lane can only engage the lanes directly adjacent to it.  E.G. the top lane can only engage the top or middle lane, the bottom lane can only engage the bottom or middle lane, and the middle lane can engage all lanes.  Is this true?


Also, I was wondering about how the "-50% Critical hit damage" shield modules work & whether they stack, and some people suggested that two of them on a ship would negate not only the additional critical damage, but also the "regular" damage, resulting in no damage taken whatsoever on a critical hit.

Just to clarify, you're saying the "-50% Critical hit damage" effect only blocks the additional damage that would have happened due to a critical hit?  I.E., having two of those modules just causes critical hits to calculate defenses normally, and having one of those modules just mean that critical hits ignore half of your defenses instead of all of them.  


Also, I had some trouble understanding what the mechanics are regarding "Damage enhnacers" and "Damage enhance modules" not working properly, at the bottom of your post.  Is this related to why the Missile salvo health doesn't increase when placed in a Heavy weapon mount?  Or something to do with the Support modules which increase Projectile / Energy damage?


Damage enhancers don't work correctly for Heavy weapon mounts. You will see just a slight increase in damage from them on those mounts.

Damage enhance modules don't apply damage correctly to regular weapon slots also and mounting it on bigger hulls doesn't mean you get a double bonus from them.

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7 years ago
Mar 24, 2018, 5:00:59 PM

I have been doing some statistical analysis of the T1 basic weapons to see if there are any clear tactics that should generally be employed. 


From what I can tell there are some interesting winners and losers depending on your Weapon type and your battle tactic/flotilla range. 


I will be making a new "The Nose Knows" Youtube video this weekend discussing my hypothesis on what the optimal battle module types and tactics are, and will post a link to it here. 


Thanks again for this resource. It has been most helpful. 

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7 years ago
Mar 24, 2018, 5:30:46 PM

Speaking of the balance of the early weapons, has there been a change to how Flak works in the past few months?  I remember last year the consensus was that it was far too effective, with on average a single Flak module able to completely neutralize 2 Missile modules, even if the Missile modules are 1 tier higher than the Flak.  However, in my game today I was seeing some strange results.  I'm assuming the Flak mechanics in the original post are still supposed to be accurate?  


Here is my strange situation:

The enemy is 2 United Empire Small Attackers, each wielding 3 Missile modules, so each salvo contains 6 missiles.  Since the missiles appear blue, I am assuming they are using the T3 Titanium missiles, which have a missile health of 90.  My fleet is 4 Small ships only using Flak weapons.  An Attacker with 2 Flak modules, an Explorer with 2 Flak modules, then another Explorer and a Support with 1 Flak module each.  They are all using the T2 Flak modules, which have 180 Flak damage vs. missiles.  According to this post, this means each Flak module should take 2 shots at incoming missiles for 90 damage each, at 80% accuracy.  Thus I should expect, in general, that each Flak module on my ships should be shooting down at least roughly ~1.5 incoming missiles per salvo.  


However, in practice, the incoming missiles salvos only ever had 1, or 0 missiles shot down.  Even when targeting my ships with 2 Flak modules, some salvos got through without any missiles being shot down.  This seems a little too much to chalk up to the 20% Flak miss rate, as it would require 4 shots at 80% accuracy to all miss, and for this to happen multiple times.  Needless to say, my fleet got completely obliterated despite using 6x T2 Flak vs 6x T3 missiles.  


Now, I'm totally happy with this result, since I think Flak was vastly overpowered in the past.  However, am I misunderstanding something about how Flak works, or have the hidden numbers been changed recently?  Do we need to update our understanding on how Flak works, or am I missing something here?


Save with battle pending for checking: vault Flaktest.sav

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7 years ago
Mar 24, 2018, 8:51:02 PM

Not sure but it may be that the UE are using one of the quest/curiosity related versions of the Titanium missles which perhaps have more health than the standard tech tree ones? I habe yet to find a good exaustive list of weaponry online and dont know how likely it is that the AI engage in quest/curiosity seeking activities. 

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7 years ago
Mar 24, 2018, 9:32:50 PM

Ah yes, hadn't considered whether they were using non-research modules.  


However, if it were just the case that the missiles had more health than expected, it wouldn't really explain why my ships with just 1 Flak module would always shoot down at least 1 missile, while my Attacker ship with 2 Flak modules would sometimes shoot down none, assuming 80% accuracy on Flak.  If the Flak's accuracy had been lowered, it would be more believable that my Attacker ships just got unlucky.  Perhaps I need to repeat a few similar tests to make sure this wasn't just a fluke...

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7 years ago
Mar 26, 2018, 2:33:16 AM

If the ship the ship in question where med class, a single flak modual provides more guns than on a small class ship. This is why it takes more guns on small ships to equal the damage output of med and large class ships using the same Kenetic moduals.  While the tool tip claims flak is unaffected by this bonus, the OP suggests they are indeed benifiting from more effectiveness and sites his experinces in the post. You may be more anecdotal evidence to his hypothesis being true.  


Doing a little math...


If a single ship with Kinetics/Flak enagages a single ship with missiles and they both choose their optimal range  (S Vs L)


The missils chance to hit will be as follows


Missile Accuracy Vs No Flak Defense:


L = 100%

M = 50%

S = 25%



Missile Vs FlaK with DPS < 2x missile health (Each flak fires at incoming missile 2 times, and 2 hits are required to stop it, flak hit on missile is 80% so [0.80 * 0.80 = 0.64] means actually only have a 64% chance to stop a missle of this type...which means a 36% chance of letting one through. The modifier for being hit is 0.36 * Natural Accuracy at ranges above...)



L = 36%  

M = 18%

S = 9%


Missle Vs Flak with DPS > 2x missile health (Each flak fires at incoming missile 2 times, only 1 hit required to stop it. Double miss required to let it pass. Odds of a single miss are 20% so [0.20 * 0.20 = 0.04] Which means you will only allow a missile to pass about 4% of the time.  Modifier for being hit is 0.04 *  Natural Accuracy at ranges above...)


L = 4%

M = 2%

S = 1%



If this is indeed how accuracy works as I predict, then T1 missiles are nearly worthless unless used against energy only fleets, since T1 missiles only require a single hit to drop them from T1 Flak, and make hitting targets exttreamly unlikely if any Flak defense is used at all. 


If you are using missiles from a higher Tier than the opponents Flak defenses it is more reasonable but still difficult to bypass without outnumbering the Flak Defenses.   What makes actual reaults difficult to predict is the fact that Each Flak defense has a narrow band of engagement and overwhelming the band will increase success. For example...if I have a single Flak defense that can drop a missle but only with 2 hits...and I enage 2 missles simultaneously...I limit one missiles accuracy with the 0.36 modifier, but the second if it arrives in sync with the first gets the normal range accuracy modifier only. My single Flak cannon will not be able to engage it. I would need a second Flak cannon to also reduce its accuracy. 




   

Updated 7 years ago.
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7 years ago
Mar 28, 2018, 8:48:00 AM

Speaking of cross-flotilla shenanigans, allow me to shamelessly plug a reddit post I wrote after observing battles a bit: On the Influence of Tactics on Cross-Flotilla firing (+some info on bombers)


In Endless Space 2, when can a flotilla target another flotilla? 

 

The widely known

A flotilla can target adjacent flotillas if there are no enemy ships in its opposing lane, and it will work as if the attacking ships fired from long range.

That fact is widely known. It mainly means that the Topmost Flotilla (Lane 1) will never be able to target the Bottommost Flotilla (Lane 3) and vice versa. (except if squadrons are involved)

 

If that were the only condition behind cross-flotilla firing, then that would mean the Middle Flotilla (Lane 2) should be able to target all Lanes in all circumstances right? Unfortunately,  that is not the case. 

Some of you may have noticed it during gameplay, but there are cases when a flotilla will be unable to target an adjacent flotilla.

 

Flight Paths, Range, Attacker and Defender...

The two culprits behind this apparent inconsistency are flight paths and firing arcs. Ships can't fire in their back, so a bad flight path can lead a flotilla to be unable to fire back at another flotilla.

Flight paths are determined by Tactic Ranges, and starting positions determined by who is the Attacker and who is the Defender. The Defender is "on top", and the Attacker is "under".

 

There are 6 possible opposing range combinations. In the following examples, the Defender's range is left and the Attacker's range is right. You only need to mirror the paths to get the symmetric combination.

 

Defender's Range - Attacker's Range

  • Short vs Short (SS):

See Lane 2

The Defending Lane 2 (Short) can only target Lane 1 and 2. 

The Attacking Lane 2 (Short) can target Lane 1 and 2 at all phases, and Lane 3 during phase 1 and 2.

  • Short vs Medium (SM)

See Lane 1 and 3

The Defending Lane 1 (Short) can only target Lane 1 and 2. 

The Attacking Lane 1 (Medium) can target Lane 1 and 2.

  • Long vs Short (LS)

See Lane 2

The Defending Lane 2 (Long) can only target Lane 1 and 2. 

The Attacking Lane 2 (Short can target Lane 3 during phase 1 and 2.

  • Medium vs Medium (MM)

See Lane 1

The Defending Lane 1 (Medium) can only target Lane 1. 

The Attacking Lane 1 (Medium) can target Lane 1 and 2 at all phases.

  • Long vs Medium (LM)

See Lane 1

The Defending Lane 1 (Long) can target Lane 2 during phases 1 and 2. 

The Attacking Lane 1 (Medium) can target Lane 2 at all phases.

  • Long vs Long (LL)

See Lane 2

The Defending Lane 2 (Long) can target Lane 3 at all phases and Lane 2 during phases 1 and 2.

The Attacking Lane 2 (Long) can target Lane 1 at all phases and Lane 3 during phases 1 and 2. 

 

Things to keep in mind:

-Lanes can almost always (99% of battles) target the Lane above them.

As an Attacker:

-Medium range will enable Support toward the lower lane, except if the Defender chooses Short range. But Medium will also prevent support toward the upper lane after Phase 2 if the Defender chooses Long range.

-Long range will enable Support toward lower lanes for phase 1 and 2, except if the Defender chooses Short range.

As a Defender:

-Short range will prevent opposing Support toward lower lanes, except if the Attacker chooses Short range. 

-Long range can prevent an Attacking Medium range from targeting the upper lane after Phase 2.

 

The above gives an important tactical value to ranges. For example, let's imagine two fighting fleets. Fleet A (Attacker) is evenly spread across lanes, and is going for full long range. Let's say fleet B has less ships, and would lose if it evenly spread its lanes like A.

Well, if B put a single ship in Lane 2, and the rest of its fleet in Lane 3, it could be possible to use Short range on Lane 2 to prevent Attacking Lane 2 from targeting Defending Lane 3. That way, Defender would lose 1 ship to then earn two third of the enemy's fleet despite the initial disadvantage.

 

The special case of Bombers

It is widely known that Squadrons are above the cross-flotilla limitations, as they can attack all lanes given enough time.

What is not so widely known though, is that Squadrons will always target one lane at once, altogether. And from my own experience, this lane is almost always the Lane 1. Only once, in a 2 lanes versus 2 lanes battle did my Bombers chose to target the Lane 2 instead of the usual.

With that knowledge in mind, Ships carrying Bombers, and anti-Bombers countermeasures should be placed in Lane 1 for maximum efficiency. 


Summary: 

-Lanes can target adjacent lanes if firing arcs allow to.

-Ranges of both fleets affect flight paths, and thus support toward other lanes.

-Squadrons target one lane before moving on to the others. 99% of the time will be flying toward Lane 1.

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7 years ago
Jan 28, 2018, 9:56:47 PM
samsonazs wrote:


eruanion wrote:

Great information. How does increasing shield absorption (by hero skills or battle cards) effect damage? I've seen in some places the claim that increased absorption currently depletes the shields more quickly, then leaves your ships to take full damage (minus any mitigated by hull plating). Is this true?

Increase in shield absorbsion means a larger portion of the damage goes to shields then normally would. It does mean that shields will get depleated faster but at the same time it means your hull gets less damage while your shields still have HP. In the end it doesn't change the total amount of damage that is sent your way. It just changes how it is distributed, more damage is absorbed by shields but that also means you run out of shields faster.

It has some logic as shield HP is renewed for each battle while hull HP isn't but it doesn't make much of a difference as either way you will quickly run out of shields.


Increasing shield absorbtion makes the shield soak more of that damage and deplete faster. It may not seem that useful at first glance, but if you have added shield recharge modules to your ships it might mean next to no damage gets through. The are fleet modules that increase shield recharge for the whole fleet, with enough of them stacked your fleet might get almost immune to energy damage. Kinetics have a high shield penetration so it's unlikely their damage gets completely blocked.

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7 years ago
Jul 22, 2018, 7:03:02 PM

Can someone explain what is the difference between projectile and energy fighters/bombers? Does damage that would have been dealt by fighters/bombers to ships are reduced by shields or armor?

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7 years ago
Jul 22, 2018, 8:57:15 PM
sweetjp wrote:

Can someone explain what is the difference between projectile and energy fighters/bombers? Does damage that would have been dealt by fighters/bombers to ships are reduced by shields or armor?

The "Damage calculation" section in this thread explains how damage is applied.

Efficiency of energy or projectile fighters/bombers depends on the defence of your target. We will have to see what changes with the new beta as I expect/hope that space battles ware a major part of that.

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7 years ago
Jul 23, 2018, 1:14:06 AM
samsonazs wrote:
sweetjp wrote:

Can someone explain what is the difference between projectile and energy fighters/bombers? Does damage that would have been dealt by fighters/bombers to ships are reduced by shields or armor?

The "Damage calculation" section in this thread explains how damage is applied.

Efficiency of energy or projectile fighters/bombers depends on the defence of your target. We will have to see what changes with the new beta as I expect/hope that space battles ware a major part of that.

Thanks, i appreciate You answered so quickly. I have read Your post many times, it was realy helpful. 

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